has anyone besides Bloodtide actually experienced any of these or had anything vaguely similar happening in their own games? these feel like these are overblown and reductive scenarioes put in an even poorer light from their dismissive attitude to the players wanting or 'not wanting'...well anything really?
It would seem doubtful anyone would post so. But then no one online ever seems to notice such things. It's one of those things like Rubbernecking: everyone will swear they would never, ever do it......and YET every single time there is an accident nearly EVERYONE rubbernecks to look...and especially everyone who swore they would "never" do it.
It seems to me the problem may be related to expectations, and how each person sees the game being played. Some people may be used to games where dice rolls can allow anything to happen as long as you roll high enough, where others expect that the rolls are bounded by the narrative. The classic example is the Bard trying to convince the king to give up their throne to them, and rolling a 20. The Bard player says they succeeded because they rolled so high (possibly over 30 total). The DM says no, regardless of how high you rolled, the king is not going to give up his throne to the Bard based on a persuasion roll.
This is a big part of the problem. Though it's a bit odd as most games do have limits in the rules for such things, and might even have text that says "no matter how high the roll is you can never persuade a king to give up the throne and name your character king for life." I lot of players and many DMs think persuasion is total mind control, that is altering game reality.
If they want to cross a rift that is 100' feet wide, they are not going to be able to just jump over it, regardless of their roll (barring magic aid of course). They will need to work out another way to do it. They can still cross the rift if they want to, they just need to plan it out better. What the DM should not do, in my opinion, is just close down things players want to do arbitrarily.
Weirdly, only some players will accept their character can't just make a mundane jump over a 100' rift. The rest fall under the "high roll alter reality" problem and will say if the roll high their character can jump anything the player wants.
And why should a DM not just shut down impossible or near impossible thing? The deluded player thinks "My character will just walk up to the king and the king will give my character 100 billion gold coins". Is it not just better for the DM to say "no". Is there anything to be gained by wasting the 10 minutes to role play out the character walking up to the king and the player making a high roll? The player will sit there and say "my persuasion total is 18, so the king gives my character 100 billion gold coins."
And sure the above is a silly extreme....though not above some players delusions. But for more reasonable things....why is it such a problem for players to accept somethings sometimes might be difficult, hard, very hard, near impossible or impossible. Why do players get so fixated on everything must be super easy?
The PC's are in the casino and want to rob it. The DM says, you can't because it is too well guarded. That removes their agency. If it is is a high end casino, and there are guards all around, the PC's ought to expect the money vaults to be well guarded. If it is a fly-by-night casino that opens up at night inside a warehouse, and then closes down before the warehouse needs to be used for trade, it is likely the PC's will expect it to not have all the same protections, vaults, etc. as the high end casino. To do a heist at either place, though, they still need to make preparations, and they still need to tell you what they are doing, but they should be able to take actions and make choices that matter in both cases.
I think the DM should describe how well guarded something is....though this won't work too often as many players won't understand anyway. Few players understand concepts like "security".
Worse is when the group is like a halfling fighter, a half elf arcane archer, a tabaxi barbarian and a human 'death' cleric. Not exactly a good 'heist' group. Like the barbarian can do some damage with their claws...but that does not directly help with the heist at all.
Where I sometimes get frustrated is when players expect to make a die roll without any other effort, and just get what they want. This is where communication and expectations are key. This may also be where you are feeling frustrated. I suggest setting expectations that there are no die rolls unless you ask for them, and that they come after the PC's explain what they want and what they are doing to get it. Then there can be some discussion about what they are trying to do, what they know, and what are the possible results of success or failure. Hope this helps.
This does not work for me at all. I don't want to pause the game every couple of minutes to just "talk" to the players and try to explain things like locked doors and fences to the players.
I get a LOT of games are like this. They pause the game every couple of minutes to talk...and goof off.
hat does any of this have to do with players’ actions mattering?
If I say I want my actions to matter, it doesn’t mean I don’t want a challenge. I don’t even understand how you could interpret one for the other.
Right but this is the problem. When talking about vague nothings players will say they "want a challenge", but in the game they will just complain whenever they can't just do an action with easily with no effort.
And the connection between players wanting their actions to matter and altering the game reality to make their action matter seems very clear.
No, the GM doesn’t “do nothing”. The player rolls and depending on the result, the GM determines what happens. The GM is not free to just decide anything they want… it has to fit the result of the roll.
There are some games that make a big push to make the whole game this Dice First Style. Though in piratical game play the DM can't just roll the dice first for everything. Most of the time the DM just needs to decide things on a whim.
Neither of these two sides you suggest applied.
Bandits want to loot, yes, but they don’t want to die. They seek relatively easy prey. A group of adventurers in D&D is anything but easy prey.
I guess you can randomly say this and think it's a truth. But how true is it? If in your game you have some sort of special houserule that 'adventures' are famous and seen as demigods, that is one thing. But why would you think it's automatically universal?
And if the group of adventures are not 'easy targets', then the game should have no encounters, right? As all NPCs will just give up as they know they are over matched....
I think Persuasion applied because of the way the Bars approached the move. He explained to them that we had just slain a group of trolls, and that we’d had enough violence for the day.
Yea, ignore the rules you don't like.
But the issue isn’t the skill used. It’s that the DC wasn’t shared. We have no idea what the chances were, or if the roll actually succeeded. As I said, the fight seemed like a foregone conclusion… so we fought. And we mopped the floor with the bandits.
This is part of it as well. If players are going to know that their actions matter, it helps to be transparent about things like DCs and so forth before a roll is made.
This might be a big part. Many, many DMs follow the idea of telling the players all the DCs. It's a typical buddy DM thing to do: ""ok players the DC is 11, lets roll to see what the dice will tell us what happens".
Well, you seem to think it means that the players want an easy challenge. I don’t understamd why. I’ve never experienced anything like what you’re describing. Most of the time, players wanting actions to matter is about consequences as much as it is about achievement. They want to know what’s at stake and the odds beforehand, so then when they see how the dice land, they know how things will go, and more importantly, they know WHY things go that way.
I think this might be the answer.....
The bad player types don't role play, pay much attention or immerse themselves in the game world. They just do stuff at random.
So the answer would seem to be to force the players to role play, pay attention, and immerse themselves in the game....even when they don't want too.