doctorbadwolf
Heretic of The Seventh Circle
If you miss a creature with your attack on one turn, you can try again the next. If you fail to pick a lock... why can’t you try again after whatever interval lock picking takes? It’s inconsistent.
...huh? It should be resolved with one or more rolls. What gave you the impression that I would have thought otherwise?
How so?
Because the “best effort” method makes my character’s utmost capacity a variable determined by a dice roll, instead of a fixed value. Under “best effort,” a Very Hard task might be within my character’s capabilities one moment, and beyond it the next, just based on the roll of a die. Under “one roll per attempt,” I always know the exact difficulty task my character can succeed at under ideal circumstances, and whether or not I succeed at doing it in less-than-ideal circumstances depends on whether or not I’m willing to pay the cost to try and/or risk the consequences of failure until I do.
Who said anything about quickly and easily? If trying again eats up time, by all means, have it eat up that time. What I find immersion breaking is being told “nope, you can’t try again. That 2 you rolled? That’s the best your character can do, and it wasn’t enough.” Meanwhile, I’ve successfully opened a dozen locks with higher DCs to pick than, but ok, I guess for some reason the best my character can do just got magically lower for this lock. Funny, that.
Edit: Deleted some text in which I was a jerk. What I should say is, I didn’t want to have the same argument again, I just wanted to understand your POV. I still don’t really grok what the specific issue is, but your last reply was more argumentative than I expected. Which is probably at least partial due to me being more argumentative than I thought I was being.
So, some questions.
Does it bother you when you roll a 2 on a single-opportunity check to pick a fairly simple lock, even though you’ve picked dozens of much harder locks in the past? If not, why is this different?
Other than the swinginess of the d20, I just can’t figure out what is different about rolling for a day of activity vs rolling for a single attempt where you’ve only a “single attempt” worth of time to do the thing.
I mean...an attack roll is literally an example of “best effort” resolution, right? Your “attack” is game jargon for a series of strikes. It doesn’t take 6 seconds, or even 1 second, to make a single attack. I’ve fought with swords, and I can make 3 reasonably precise attacks, or an aggressive flurry of 4-6 designed to simply force the opponent to back up and come at me from a different angle (or if I’m lucky throw them off or set up an attack from a totally different angle). So,I can see a roll per day, but per “attempt” I just don’t see the difference in terms of immersion?/
But if it is clearly within your skill, and there isn’t any reason to believe you might fail over the course of an hour, and you’ve got that and more to try, it just shouldn’t be a roll, so the game/DM has to figure out how to handle a week of attempts without spending 30 minutes adjudicating roll after roll, virtually guaranteeing your success.
So, I can see something abstract like the downtime rules mechanics, making 3 checks with 1-3 proficiencies, with degrees of success and failure, chances for complications, etc. but, if the situation doesn’t warrant that, it’s just as consistent with how the game works to view the whole time spent trying as a check, and determining how long it takes, andif there are consequences for that, using that roll.
Also, if your DM is saying, “sorry, you rolled a 2, you didn’t open the lock”, then they are running 5e DnD incorrectly. Full stop. They should be failing forward, and adjudicating what price you have to pay for a frustratingly difficult success, and letting you work out why you had such a hard time with something that isn’t normally that hard for you.
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