Who advocated for removing dice rolls? There’s still plenty of room for dice rolls here, but it makes traps more interesting and engaging instead of a boring save-or-suck you blindside players with.
You’re not removing the rolls themselves but you’re removing the point of rolling with how you described doing it.
The way you stated to do it, you have them roll for perception first then you are narrating the area and having players say what they want to do afterwards. That’s backwards. This sets up subconscious metagaming because now their actions are going to be influenced by their low perception roll.
Instead, I narrate the scene first, (where during this time, yes, we as DM’s 100% have the obligation of setting the tone and hinting that players might want to try searching for the traps. That I do entirely agree with) then the players all tell their actions. Once I call for checks, that’s it. The scene now plays and there is no taking back action because of a failed roll.
With this as the order of events, it still keeps traps engaging, as it is just as much part of the storytelling as everything else they are doing when exploring an area, but now rolls come after the declaration of actions so they won’t have an influence on the decision making process.
See, traps are supposed to blindside the players if they fail their check. That’s what makes them traps. The thing about BAD traps versus a GOOD trap, though, is ensuring the players have the opportunity to try avoiding it. You don’t have to ensure their success, that’s up to the roll of the dice.
Traps can be part of puzzle design if you want your puzzle to have lethal consequences and not just story related, sure nothing wrong with that, but to say all your traps have to themselves be puzzles is a convoluted solution to a simple problem.
you have them roll for perception first then you are narrating the area and having players say what they want to do afterwards
now their actions are going to be influenced by their low perception roll
You shouldn’t be rolling for perception first. Players don’t get to roll until they actually do a thing, until then you use passive perception. And even if you are rolling a perception check on their behalf, you do it behind the screen. So they won’t know if they rolled well or not.
rolls come after the declaration of actions
Hard agree! But passive perception isn’t an action or a roll. It’s passive.
The thing about BAD traps versus a GOOD traps, though, is ensuring that players have the opportunity to try avoiding it.
Exactly. The players should have the opportunity to avoid it. If traps are only a binary - perfectly obvious or completely invisible depending on a single roll - then the characters had a chance to avoid the trap, but the player didn’t. And then “optimal play” is painstakingly triple-searching every square foot of the dungeon in case Schodinger’s Trap is lurking somewhere.
Which is either trivial and tedious (in games where you don’t track the passage of time) or stupidly punishing and tedious (if you are tracking time). Since I do prefer to track time spent, I’d rather give my players the sense that they can ‘logic out’ where traps are likely to be and encourage them to spend their valuable time searching only when and where it makes the most sense. After all, skill expression is a very rewarding part of playing a game. And being able to predict where a trap is likely to be and then finding one there? That really makes players feel like adventurers.
You shouldn’t be rolling for perception first. Players don’t get to roll until they actually do a thing, until then you use passive perception. And even if you are rolling a perception check on their behalf, you do it behind the screen. So they won’t know if they rolled well or not.
Yea, that was kind my whole point. The way you described earlier.
Traps are puzzles. Even if they didn’t roll high enough, you should still describe enough about their environment that they could reasonably deduce that a trap was there.
literally states to roll first then narratively describe after so they can deduce that a trap was there if the roll was low, which is what I was arguing against. That explanation has the order of events all wrong. Also, this goes back to the original point that players dislike when you roll for them behind the screen. Before the rules officially allowed it, many players would throw a fit about not being able to see the rolls.
Plus, I never mentioned passives. Disliked the concept so I don’t use them to begin with. I have only ever been talking about directly making rolls.
.
It seems to me the confusion lies in, what I would say is, an over-reliance on the grid in that you aren’t understanding my method, fundamentally, as you’re assuming the grid is being used when it isn’t. Your rebuttal is focused on having players be allowed to basically play Minesweeper with the grid, tediously wasting everyone’s time, when that would never be allowed as an option for them with how I do things.
For me, the grid only gets used for combat and nothing else. This way I never have to deal with players wasting time trying to cheese the game by asking to check every square because it’s all theater-of-the-mind, there is no grid. I might use visual help to display a room layout, but it’s only there for general reference. Players still get to try and predict where traps are and stuff based on my descriptions; they just tell me what part of my description they are interacting with, or if it’s just a general search of the room itself. Based on their input and how detailed they are, I then determine who needs to roll what, add bonuses and negatives if applicable, then the scene will play out.
Plus, this also allows me to keep track of time by treating each scene as 1 time block. I just jot down how long the entire scene took, then how long it took to travel to the next scene.
Disagree. that just erases the point of using dice and having consequences for missing the checks.
I’ll continue to use my system as described above for traps.
Who advocated for removing dice rolls? There’s still plenty of room for dice rolls here, but it makes traps more interesting and engaging instead of a boring save-or-suck you blindside players with.
You’re not removing the rolls themselves but you’re removing the point of rolling with how you described doing it.
The way you stated to do it, you have them roll for perception first then you are narrating the area and having players say what they want to do afterwards. That’s backwards. This sets up subconscious metagaming because now their actions are going to be influenced by their low perception roll.
Instead, I narrate the scene first, (where during this time, yes, we as DM’s 100% have the obligation of setting the tone and hinting that players might want to try searching for the traps. That I do entirely agree with) then the players all tell their actions. Once I call for checks, that’s it. The scene now plays and there is no taking back action because of a failed roll.
With this as the order of events, it still keeps traps engaging, as it is just as much part of the storytelling as everything else they are doing when exploring an area, but now rolls come after the declaration of actions so they won’t have an influence on the decision making process.
See, traps are supposed to blindside the players if they fail their check. That’s what makes them traps. The thing about BAD traps versus a GOOD trap, though, is ensuring the players have the opportunity to try avoiding it. You don’t have to ensure their success, that’s up to the roll of the dice.
Traps can be part of puzzle design if you want your puzzle to have lethal consequences and not just story related, sure nothing wrong with that, but to say all your traps have to themselves be puzzles is a convoluted solution to a simple problem.
You shouldn’t be rolling for perception first. Players don’t get to roll until they actually do a thing, until then you use passive perception. And even if you are rolling a perception check on their behalf, you do it behind the screen. So they won’t know if they rolled well or not.
Hard agree! But passive perception isn’t an action or a roll. It’s passive.
Exactly. The players should have the opportunity to avoid it. If traps are only a binary - perfectly obvious or completely invisible depending on a single roll - then the characters had a chance to avoid the trap, but the player didn’t. And then “optimal play” is painstakingly triple-searching every square foot of the dungeon in case Schodinger’s Trap is lurking somewhere.
Which is either trivial and tedious (in games where you don’t track the passage of time) or stupidly punishing and tedious (if you are tracking time). Since I do prefer to track time spent, I’d rather give my players the sense that they can ‘logic out’ where traps are likely to be and encourage them to spend their valuable time searching only when and where it makes the most sense. After all, skill expression is a very rewarding part of playing a game. And being able to predict where a trap is likely to be and then finding one there? That really makes players feel like adventurers.
Yea, that was kind my whole point. The way you described earlier.
literally states to roll first then narratively describe after so they can deduce that a trap was there if the roll was low, which is what I was arguing against. That explanation has the order of events all wrong. Also, this goes back to the original point that players dislike when you roll for them behind the screen. Before the rules officially allowed it, many players would throw a fit about not being able to see the rolls.
Plus, I never mentioned passives. Disliked the concept so I don’t use them to begin with. I have only ever been talking about directly making rolls.
.
It seems to me the confusion lies in, what I would say is, an over-reliance on the grid in that you aren’t understanding my method, fundamentally, as you’re assuming the grid is being used when it isn’t. Your rebuttal is focused on having players be allowed to basically play Minesweeper with the grid, tediously wasting everyone’s time, when that would never be allowed as an option for them with how I do things.
For me, the grid only gets used for combat and nothing else. This way I never have to deal with players wasting time trying to cheese the game by asking to check every square because it’s all theater-of-the-mind, there is no grid. I might use visual help to display a room layout, but it’s only there for general reference. Players still get to try and predict where traps are and stuff based on my descriptions; they just tell me what part of my description they are interacting with, or if it’s just a general search of the room itself. Based on their input and how detailed they are, I then determine who needs to roll what, add bonuses and negatives if applicable, then the scene will play out.
Plus, this also allows me to keep track of time by treating each scene as 1 time block. I just jot down how long the entire scene took, then how long it took to travel to the next scene.