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<blockquote data-quote="Yaarel" data-source="post: 9259440" data-attributes="member: 58172"><p>The D&D tradition goes something like:</p><p></p><p>• "Crit" (critical success): success with a benefit, a success that alters the narrative situation in a beneficial way</p><p>• "Hit" (success)</p><p>• "Miss" (failure)</p><p>• "Fumble" (critical failure): failure with a setback, a failure that alters the narrative situation in a frustrating way</p><p></p><p>In this arrangement, there is still no category to "fail forward", a failure with a benefit. A DM is advised to avoid shutting down a story because of a poor d20 Test outcome. But this isnt the same thing as routinely awarding a benefit when failing. Perhaps a fumble can shut down a story, except the DM should have some alternate story to offer as a work-around to bypass the setback.</p><p></p><p></p><p>With regard to the fumble, I prefer the fumbling player choose and narrate how the story goes wrong. If the setback is sufficiently frustrating, humbling, and entertaining, the DM can reward the player with Inspiration or similar. The DM can also suggest if the player has gone too far or not far enough.</p><p></p><p></p><p></p><p></p><p>The reason why I like the the number "10", for 10 above the DC, is a 10 requires virtually no math. If the DC is 25, the crit is 35. If the DC 14, the crit is 24. The addition is narratively painless, so math is less likely to take a player out of narrative immersion.</p></blockquote><p></p>
[QUOTE="Yaarel, post: 9259440, member: 58172"] The D&D tradition goes something like: • "Crit" (critical success): success with a benefit, a success that alters the narrative situation in a beneficial way • "Hit" (success) • "Miss" (failure) • "Fumble" (critical failure): failure with a setback, a failure that alters the narrative situation in a frustrating way In this arrangement, there is still no category to "fail forward", a failure with a benefit. A DM is advised to avoid shutting down a story because of a poor d20 Test outcome. But this isnt the same thing as routinely awarding a benefit when failing. Perhaps a fumble can shut down a story, except the DM should have some alternate story to offer as a work-around to bypass the setback. With regard to the fumble, I prefer the fumbling player choose and narrate how the story goes wrong. If the setback is sufficiently frustrating, humbling, and entertaining, the DM can reward the player with Inspiration or similar. The DM can also suggest if the player has gone too far or not far enough. The reason why I like the the number "10", for 10 above the DC, is a 10 requires virtually no math. If the DC is 25, the crit is 35. If the DC 14, the crit is 24. The addition is narratively painless, so math is less likely to take a player out of narrative immersion. [/QUOTE]
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