"My Character Would Know That"

Maxperson

Morkus from Orkus
We don't have a good sense of what 1st level characters are supposed to be able to do, in any edition. People talk about the "off the farm" trope but no edition has really had characters start as the equivalent of untrained peasants. 5E characters in particular are very competent in the beginning, so it's hard to say.
Right, but there's different kinds of training. Competence doesn't equate to being good at everything challenging. Someone trained to be a pro basketball player isn't going to be trained to go 12 miles in grueling heat while wearing a full pack and vice versa.

Few, if any of the classes involve that kind of training inherently. Now if you're playing some sort of military campaign, and I've been in some of those, then yes that sort of training would be par for the course. A cleric, paladin, sorcerer, wizard, bard, rogue, etc.? Not without some sort of back story to explain it. Fighters and especially rangers could get a pass on it, though.
 

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Reynard

Legend
Supporter
Right, but there's different kinds of training. Competence doesn't equate to being good at everything challenging. Someone trained to be a pro basketball player isn't going to be trained to go 12 miles in grueling heat while wearing a full pack and vice versa.

Few, if any of the classes involve that kind of training inherently. Now if you're playing some sort of military campaign, and I've been in some of those, then yes that sort of training would be par for the course. A cleric, paladin, sorcerer, wizard, bard, rogue, etc.? Not without some sort of back story to explain it. Fighters and especially rangers could get a pass on it, though.
Or if the PCs are assumed to be experienced and competent travelers. How often do PCs simply walk for days across the wilderness, with the only requirement being a ranger or "outlander" there to ensure they don't get lost. D&D travel and wilderness exploration are notoriously poorly modeled, partly because we just assume that all adventurers (ie PCs) are good enough at it that they don't die of exposure or end up breaking a leg trying to cross a fallen log.
 

Maxperson

Morkus from Orkus
Or if the PCs are assumed to be experienced and competent travelers. How often do PCs simply walk for days across the wilderness, with the only requirement being a ranger or "outlander" there to ensure they don't get lost. D&D travel and wilderness exploration are notoriously poorly modeled, partly because we just assume that all adventurers (ie PCs) are good enough at it that they don't die of exposure or end up breaking a leg trying to cross a fallen log.
They stop to rest. They don't walk 12 or 20 miles without stopping to rest along the way and/or eat meals. The way you described it seemed to indicate a solid 12 miles in high temperatures with a pack on and no stops. That's not something even experienced adventurers do very often.
 

Maxperson

Morkus from Orkus
To me, it's more of an anti-gotcha thing. So the DM doesn't get to say "It's a bright sunny day out on the ice, so you need to roll a Con save to resist snow blindness." That's the kind of thing our ranger would know about and pack blinders for (though those might have other effects like disadvantage on Perception checks). It won't help us if, say, someone falls through the snow into a crevasse. At that point, it's equipment list time.

It's basically the same principle as things like "fishing tackle" in the PHB, which includes "a wooden rod, silken line, corkwood bobbers, steel hooks, lead sinkers, velvet lures, and narrow netting." Realistically, those are all things you'd buy separately (and, in a pre-industrial world, likely from a number of different craftspeople). But you don't have to sweat that, and the DM doesn't get to tell you you forgot to buy a whatsit so you don't get to try and fish.
Here's the thing. You are both right. The reason you and @overgeeked are both right is that you are describing two completely different styles of play.

Skilled play relies on the players themselves coming up with ideas, often based on what gear they have, to find and overcome obstacles, traps, etc. To use your example, if they don't think to pack snow blinders, it's not a gotcha to have them be affected, but rather a consequence of their play not being skilled enough in that area. Not all folks like skilled play or only like partial skilled play.

Depending on which style of play you enjoy, whether you want the DM to include basic things the PCs would know into their gear will be good or not.

Personally I like semi-skilled play. If a PC would know about snow, then I will build things like snow blinders into their cold weather gear. Even a ranger won't automatically know about those things. The ranger would have to be familiar with snow for some reason. Being from an area with snowy winters or having that terrain type specialty, etc. Otherwise they are going to need skilled play. They can ask around and find out, or they can find out the hard way. It's also possible that if they befriend someone from the area, that person might volunteer the information.
 


bloodtide

Legend
Or if the PCs are assumed to be experienced and competent travelers.
Like i said above, the typical adventurer would know a lot of basic survival skills just by growing up. Think of the game setting of Dragonlance. Most of the Heroes of the Lance are from a small town called Solice. They all learned basic farming, survival and life skills as children. They had to, as that was life. Even the wizard could cook caught game, for example. To go to the Forgotten Realms the same is true of the Knights of Myth Drannor as most are from the small town of Eveningstar.
 

CandyLaser

Adventurer
Well, the "era" of D&D has always been wacky. The full plate mail, heavy crossbow and galleon put the time at more 16th century....but no guns.

Though the point is before the 20th century the vast majority of all people world wide had to know how to do everything they needed to live as they had to do it everyday.
Just as a matter of historical fact, I don't think this is true outside of non-agricultural societies. As soon as you get agriculture, you get cities and specialization. q.v. Bret Devereaux on pre-modern cities and specialization, here, here, and here. You definitely have a division of labor, both at the societal level with farmers and their families making up the bulk of the labor force and at the family level, where you tend to have the men working the fields while the women work with textiles. Hunting, fishing, and foraging were distinct specialties. It is probably true that the average 10th century Mediterranean farmer is better equipped to survive in the wilderness than the average 21st century American gamer, but it's far from universal. Hunter-gatherers and some pastoralists (mostly the nomadic kinds) are, to the best of my knowledge, the only ones where you might expect more-or-less universal survival skills to be found.
 

bloodtide

Legend
Just as a matter of historical fact, I don't think this is true outside of non-agricultural societies. As soon as you get agriculture, you get cities and specialization. q.v. Bret Devereaux on pre-modern cities and specialization,
Though a lot of this only covers a set era.

Europe, even more so England has lots of odd bits. By 1000 or so all the land was claimed, even more so in England. And most was cleared and settled or farmland. There was...and is...very little 'wild' left in Europe. So common folk could not hunt. You lived on a farm, and every square inch of land was owned by a lord. The few 'wild' areas left were places for the rich to hunt.

But the default D&D world never really fit Europe. The Keep on the Borderlands is a LOT more like a 17th century fort in America then Europe, for example.
 

CandyLaser

Adventurer
Though a lot of this only covers a set era.

Europe, even more so England has lots of odd bits. By 1000 or so all the land was claimed, even more so in England. And most was cleared and settled or farmland. There was...and is...very little 'wild' left in Europe. So common folk could not hunt. You lived on a farm, and every square inch of land was owned by a lord. The few 'wild' areas left were places for the rich to hunt.

But the default D&D world never really fit Europe. The Keep on the Borderlands is a LOT more like a 17th century fort in America then Europe, for example.
That's fair, especially if you're thinking of the colonized east coast of the USA, where you have people importing an agrarian, bordering-on-industrial lifestyle after/during the removal of the indigenous people.
 

SubrosaGames

Immortal Empires RPG for Mature Players
Publisher
NOTE: This isn't about skilled play versus "sheet play" or even about player knowledge versus character knowledge.

It happens sometimes that the Gm dings a player because they make a poor or nonsensical decision (from the GM's perspective) and the player tries to backtrack with "Well, my character who is a professional adventurer/scientist/space marine would have known better."

Obviously there is a miscommunication between GM and player in that scenario, but that isn't actually what I am interested in here. What I want to dig into is the idea of what the PC is assumed to know based on their class and race and background and skillset and whatever, versus what the player THINKS the PC should know, and how those thinsg interact at the table.

In fiction of various media, it is an easy problem to solve. "Due to his long years hunting watzits, Bob knew the best way to catch one was to wait in the watzit tree." But in a game, the player may decide that digging a pit on a game trail is the best way to catch a watzit. This is a simple example, but it can be extended to planning for a long arctic expedition or developing a tactical plan to take a fortified location or any other scenario where the player might have good ideas that don't actually help, but their PC should know what a more appropriate action to take would be.

What's your take? Do you expect the GM to inform the player when they are making a bad plan that differs from what the GM expects the PC to know? Or should the GM adjust to fit what the player believes their character should know to be a solid plan?
In every case, the experienced player should proactively ask the GM for permission to make a skill check that is appropriate to the knowledge they're assuming their PC knows. For a non-experienced player, the GM should inform them that they should make a skill check to see how well they know or remember something.

Admittedly, this works really, really well for skill-based games (like ours); and not so well for games that might only have 5 or 10 skills that govern everything.
 

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