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| #1samdakarkMay 21, 2015 12:45:53 | So, I (and everyone else in my group) am super new to D&D. I'm the DM for the group but we're all still learning. My problem is, how do I encourage the group to move on from things? For example, it's extremely common that if there isn't any present danger, everyone in the group tries everything individually. So lets say one person wants to do an investigation check on part of the environment. If they don't do well on the check, the next person in the group wants to try, and so on. I can only occasionally find a reason why they couldn't all take turns attempting everything but it does really slow down the pace of the game and I can tell that some of my group feels obligated to do it rather than inspired. Suggestions? |
| #2iserithMay 21, 2015 12:54:46 | Here, I wrote a thing for you: How to Adjudicate Actions in D&D 5e.
In a nutshell, you should know that players don't get to decide to make checks - only the DM does. They can only state their goal and approach which you must judge as successful, unsuccessful, or uncertain. In the latter case, you ask for a check of some kind. If that check fails, it may be because the approach wasn't sufficient to achieve the goal in which case anyone else trying to achieve the same goal with the same approach will automatically fail.
Wherever possible, consider adjudicating a failed check into "progress combined with a setback" or "success at a cost." The failed Investigation check means they still figure out the clue, but it takes more time than they hoped or draws unwanted attention, for example. Also consider (where applicable and reasonable) that if the players are willing to spend 10 times the normal amount of time on a task that they automatically succeed. |
| #3bawylieMay 21, 2015 12:57:24 | You'll also want to check out DM101 (link in my sig).
And just let them know that no action is repeatable - unless there is a change in circumstances (such as modifying the action itself, or paying a cost to repeat - like time, $, danger, etc) |
| #4HermanTheWizeMay 21, 2015 13:14:43 | @samdakark Just tell them they can only search once, or what ever actions you're talking about. If multiple people want to search, give advatage to the groups designated investigator for group help. |
| #5Macv12May 21, 2015 17:11:19 | Presumably if they feel "obligated" to do something that isn't fun, it's because they think the consequences of not doing that are even worse. Like, "game over" worse. Or "bad luck gents, the dice missed that badass magic item back there" worse. Try to make sure dice failure doesn't mean punishing the players. "Success at a cost" and such are one way to do this. (Look at the advice already rendered from much better DMs, in other words.)
Even if you don't do that, try to ensure that players have fun even when their characters don't. The boulder scene in Indiana Jones, after all, is a failed check to replace the idol properly. What fun would it have been if he had just flat succeeded? And make rewards generally dependent on what would make things cooler and more fun for them, and according to the effort they put into accomplishing things badassfully, not just which dice they use and how luckily. If they feel like they don't get their cookie unless they throw Investigate dice at everything, that's what they'll do.
Oh, also, do that thing where you ask what they expect from the game for it to be fun. They might enjoy the hectic tension of being surprised and failing on the way to their goal, or they might get much more satisfaction from elaborate planning that goes off without a hitch. If they prefer the latter, that may be why they're trying so hard not to be surprised by anything. But my feeling is that it's just habit. |
| #6FrogReaverMay 22, 2015 1:12:00 |
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| #7CFKMay 22, 2015 2:06:39 | Wanted to stop this aswell. I chose to roll some things, like perception, investigation or trap-seeking skills behind a screen. They don't know if they fail or not.
Other option, let one person roll a check for the party and tell them that. They'll probably go for the person with the biggest plusses but so be it. Just like in the real world, the person with the most knowledge does the looking. |
| #8BadMeepleMay 22, 2015 2:18:04 |
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| #9NoonMay 22, 2015 3:02:54 | Yeah, before you call for a roll, decide whether you want it to be a once chance thing or pretty much a given. If it's one chance, say they have one chance - you have to play game designer and just decide that is how it'll be rather than look at the fiction and figure a reason why. It's not something the designers of the game actually worked out. Some DM's might allow multiple lock pick attempts. Some might only give one chance. Choose which you'll be and on what occasions. Try to be atleast somewhat consistant.
Or if it's a given, just let everyone roll for it. |
| #10BoldItalicMay 22, 2015 3:04:09 | Reward the behaviour in minor but fun ways but assign a cost.
Player "I search the room again. I roll a 12. What do I find?" DM "That was an easy task because you have already cleared the room, so the DC was 5. If you had rolled below 5, a wandering monster would have arrived and attacked with surprise. As you have rolled a success, I will allow you to roll d% on the Trinkets table to see what you find." Player [rolls 59] "Oh wow! I've found a .... rabbit's foot? Can I keep it? Is it lucky?" DM "Yes, you can keep it. No, it isn't lucky unless you really believe it is. Make a Wisdom saving throw. The DC is 15." Player [rolls 13] DM: "You seriously believe that it is a lucky rabbit's foot." Player "But does it really work?" DM "It won't affect your dice rolls but if you happen to roll well, you will think it has." Player "Cool." DM "However, you have a premonition that every long rest while you have it in your possession, you will have nightmares of being savaged by a very angry giant rabbit with a missing foot."
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| #11samdakarkMay 22, 2015 8:48:51 | So much awesome feedback here, guys. Thanks for all the suggestions. I think that success with a cost is going to be my best solution. I don't give players rein over making skill checks but if I ask one player to and they had failed it's pretty common that another player will say "okay, I'm going to try to do that too". So I totally agree it makes more sense to give the first player success but with complications rather than fail them entirely. I appriciate all your great responses!
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| #12NoonMay 22, 2015 18:01:09 |
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