Lanefan
Victoria Rules
But if that's what the players / characters decide to do, well...so be it. That said, most players / characters are a bit more persistent than that; and if they can't climb Mt Pudding they'll haul out the axes and chop it down!If each check raises a serious prospect of failure, and each failure raises a serious prospect of changing goals, I don't see that dramatic arcs are going to arise. Dramatic arcs, especially in adventure fiction, tend to be generated by failures that are incurred while resolutely sticking to a goal. For my own RPGing, major dramatic arcs tend to unfold over many sessions - perhaps a year or two of play. Having the goal of attaining the pudding on Mt Pudding be abandoned because of a single failed Climb check doesn't strike me as very conducive to the sort of play I'm interested in.
Getting the pudding is the goal, yes. Climbing the mountain is but one step towards said goal, but a significant enough step to call for its own check independent of any check required to actually find the pudding once at the top.The goal is to climb the mountain and get the pudding. Losing the divining rod is an impediment to this goal, just as falling down the ravine would be. It is a failure.
The mere failure of the task (climb the mountain) leaves the overall success-failure status of the intent (get the pudding) still unresolved as there may still be other avenues allowing access to the pudding. Only once the character decides there's no way she's getting any pudding and thus abandons it for something else can the intent also be declared a fail.If you focus only on task and not intent, then you may not see it as a failure. But in "fail forward" games, intent is as important as task. I've already mentioned the BW rules and advice on this several times upthread.
OK, we seem to agree completely on this bit.The action does stop when the rod is lost, in the sense that that is the narrated consequence for the failed check, and now the player has to declare a new action for his/her PC. Maybe s/he dives into the ravine after the rod (or tries to climb down in search of it). Maybe s/he keeps going to the top without it.
I'd say another roll is called for no matter what; as the character can still fall or find some other way to mess it up...or not.In the latter case, the GM may well not call for a roll, if there is no sense of any more interesting consequences resulting from the climb,
One thing not yet really mentioned but worth considering: were this my game I'd have either myself or the player roll to see how far up she'd got before the failure occurred; and depending on why she failed this might affect the second climb roll - if she was 3/4 of the way up and lost some gear she'd get advantage on the second roll to reach the top, for example; but if the fail was caused by the mountain simply being too difficult to climb beyond that point she'd be at some sort of penalty were she to try and keep going anyway.
The loss of the rod adds another challenge but doesn't negate the first one. It just adds more "real action", to use your term.and the real action is in trying to recover the pudding without the rod. That would be an instance of "say yes or roll the dice", which is another technique fairly common in scene-framing, "fail forward"-type play.
Intent or task notwithstanding, I think we agree there's more ways to fail than just falling. A loose foothold might give out leaving her stuck in place, for example, unable to keep going or to descend without falling but still safe as long as she can hang on; which she'll have to do until someone can come to her aid. Or she might find herself unable to progress further but safely able to return to ground. Or she might get her foot stuck in a crack in the rock. None of these have anything to do with losing any gear, they're just things that can go wrong while climbing.To me, this implies that a rod can be lost when a character falls due to a failed climb, but a rod can't be lost without the character also falling, because there is (in D&D) no separate mechanic for determining whether or not gear is lost on a climb.
In any event, reiterating that, for you, the only stakes to a Climb roll are "Do I climb or do I fall" is a clear reiteration that you don't like "fail forward"-type techniques. Key to "fail forward" is that the stakes are governed by intent as well as by task.
Lan-"or she might just fall and die; that also happens sometimes"-efan