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D&D 5E Do you use the Success w/ Complication Module in the DMG or Fail Forward in the Basic PDF

Do you use the Success w/ Cost Module in the DMG or Fail Forward in the Basic PDF


iserith

Magic Wordsmith
Hence my use of small-letter terms (which have quite useful functions in the English language) as opposed to capital-letter terms which I tie to their Forge definitions.

Forgive me, but I fail to see how this can work: how are your players not pulled out into the metagame when deciding if-when to apply Inspiration?
For one, you can't play the game without the "metagame" so it's not worth worrying about.

But also, why not just say that the player is feeling as motivated as the character in achieving success by expending a limited resource? It's critical that I make this saving throw or I die, so I'm giving it all I can. The character is feeling tension and so am I.
 

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Lanefan

Victoria Rules
For one, you can't play the game without the "metagame" so it's not worth worrying about.
You can't, but reduction of metagaming is to me always a laudable goal that should be pursued with vigour. :)
But also, why not just say that the player is feeling as motivated as the character in achieving success by expending a limited resource? It's critical that I make this saving throw or I die, so I'm giving it all I can. The character is feeling tension and so am I.
In situations where the character is aware of the tension, sure. But when the character's not aware yet the player is, then what?
 

iserith

Magic Wordsmith
You can't, but reduction of metagaming is to me always a laudable goal that should be pursued with vigour. :)

In situations where the character is aware of the tension, sure. But when the character's not aware yet the player is, then what?
I think you may be conflating "metagame" and "metagaming."

Why would they be making a roll if they aren't aware of what's going on? They're attacking, attempting to perform a task, or trying to avoid danger. Try to think of this in the context of a game where you aren't making "fake rolls," the DM isn't rolling for you behind a screen, there is no "one and done" house rule, and where you're always rolling for success or failure as opposed to rolling for color (or because you like the sound of the click-clack rocks).
 

Charlaquin

Goblin Queen (She/Her/Hers)
And harder at the same time; because instead of re-rolling until you get a high result you get one shot, period.
I don’t know as that’s really harder. Just... more likely to lead to the gameplay stalling, which I maintain is a bad thing.
Same thing. The classic example is trying to lift a portcullis. One person tries, rolls, and fails. So two people try lifting it together (the material change in the fiction being the addition of the second person), roll, and fail. So someone else hammers the spikes where they meet the ground just in case they've rusted in place, to break them loose; this is a material change, so another roll is given.
This isn’t consistent with how I would run such a scenario. If a character tries to open a portcullis by lifting it (and I determine they could succeed, could fail, and there’s a meaningful cost for trying or consequence for failing) I would set a DC and tell the player what it is and what cost they will have to pay to try or what consequence they will face if they fail. For example, maybe the opposing forces will catch up to them if they don’t get the portcullis open. Or maybe if they fail they strain their muscles and take some kind of penalty until they recover. Whatever, point is, if by attempting it they are risking something, I tell them the DC, modeling their characters’ estimation of their own ability to accomplish the task. At this point, they can take the risk and roll, or take steps to mitigate the chance of failure. For example, maybe they get another character to help, giving them advantage on the roll. Maybe they spend Inspiration. Maybe the cleric casts Guidance. Whatever. Then they either pay the cost and roll, making no progress on a failure, or if there is no cost to be paid they roll, suffering the consequences if they fail. Once that cost has been paid or that consequence has been suffered, if nothing in the fiction prevents them from trying again they are free to do so, as long as they’re willing to pay the cost or risk the consequences.

Granted, the previous failure may well have changed circumstances such that another attempt isn’t feasible (for example, the opposing army is already here so escaping through the portcullis is no longer an option), or has different consequences (for example, you’ve already strained your muscles, so you’ll have a penalty on the next attempt and the consequences may be more severe such as a major injury).
In broader terms, you don't get another roll until and unless you try somethng different. Straight out of Gygax 1e, this is.
I’m not running 1e, so I don’t really care what Gygax said about how to run that game.
You're not the only member of the party!

Your PC might not get bored doing what you're doing but the others sure might get bored watching you.
And it should be up to their players if they do, and what they do about it.
IME there's been a lot of PCs who have the attention span of chickens and who in the fiction would get bored with any delay.
What the characters “would do” is up to their players.
I might have the sequence wrong, and I forget who said what, but in the session I'm talking about all of the below occurred. On approachign the door we had immediately seen there's no lock (the DM had a picture of it, shared on roll20, so we all knew exactly what it looked like) and no handles, and no visible hinges. Also, this is a party ranging from 8th-13th level; which is pretty high for 1e.

[searching for a hidden lock in the door produced nothing]
Player A: "Cast Detect Magic." DM: "Yes, the door is radiating very strong magic."
Player A: "We cast Knock at it." DM: "Nothing happens."
Player B: "We try touching [various heretofore unidentified magic items] to the door, does it open?". DM: "Nothing happens."
Player C: "There was a very out-of-place long metal rod back down the passage, let's go get it and see if it helps here." DM: "OK, you retrieve the rod." [players then try various ideas with this rod, end result of all is] DM: "Nothing happens."
Player A: "Maybe it needs some bizarre spell cast on it. Try Faerie Fire." DM: "Nothing happens." [several other spells are cast, same result]
Player B: "Screw this. This door's a distraction; I bet the real door is hidden nearby. Search the area for secret doors!" DM: "After a lengthy search you come up dry."

Etc. etc. There was no time pressure on us that we knew of, but by the time we got through that sucker we were down about a dozen spells and various other pre-cast buffs had long since worn off. But what happened next? The PCs were bored, and so threw caution to the wind and went off in three different directions. One found trouble.....

How is this not gameplay, and how is this not following the play loop?!
This seems to be a very different scenario that we’ve been discussing. It sounds like you’re attempting actions that have no chance of success and repeatedly failing without a roll, not attempting things that could succeed or fail, rolling, failing, and being barred from trying again. Still sounds boring, but more because of what I would consider poor puzzle design than the rolls without consequences for failure issue.
But don't puzzles and riddles give the exact same effect, though: you're stuck until you can solve it?
If the puzzle is designed well, the players should rarely if ever be stuck with absolutely no idea of what to do. They might have to use some trial and error, but if they ever reach a point where they feel like they’ve exhausted all their options and have absolutely no inkling how to proceed, I’d consider that a failure on the designer’s part.
Then what do you do when success (with meaningful consequence) is in doubt but failure has no real consequence attached?
Narrate success. I thought I had made that pretty clear.
Where to me metagaming is about the biggest negative effect there is and should be curtailed (or better yet, eliminated) wherever it's reasonably practical to do so.
Yeah, I figured you would think so. I used to think that way, and I ran terrible games because of it. My games improved immeasurably when I finally took the advice of many people I had been hearing from who’s games sounded way more fun than mine were to just stop worrying about it.

Trying to prevent metagaming is a mental trap that only leads to a cascade of bad rulings causing gameplay problems, which you make more bad rulings to try and fix, which lead to more gameplay problems. I think all DMs would do well to free themselves of the metagame-policing mentality and focus instead on what actually makes the game more enjoyable instead.
I think (?) we agree here; with our difference perhaps (?) being that I don't care if that happens-during-play story moves forward or not and-or how long it might take to do so.
I don’t agree with that assessment. Again, whatever happens in play is the story, so as long as play is happening the “story,” such as it is, is “moving forward.” I think you are making a lot of assumptions about my gameplay preferences, possibly influenced by flawed models of game design like GNS theory (though not necessarily that one specifically), and those assumptions are causing you to misunderstand my position.
OK, this is a different tack than how I've been reading you so far: up till now I've been reading that you want one roll for each attempt, period.
I can see how I may have given that impression, sorry for the misunderstanding. No, I’m comfortable with a single roll representing a batch of activity - an attack roll representing several swings of the sword, an ability check representing a certain amount of time working at a task, etc. I was thinking of “attempt” in a more abstract sense, as like a discrete unit of activity. What should separate one “attempt” from another is its impact on the narrative. If nothing changes as a result of your action (either due to succeeding or suffering a consequence of some sort), there’s no point in rolling.
If the situation calls for random encounters, then absolutely yes. But not all situations (or modules) have such things.
That was just an example. I like using wandering monsters because they’re an easy go-to way to make time spent on a task a meaningful cost, but it’s far from the only meaningful cost or consequence an action might have.
The benefit of saying that was your best effort is that it forces you (as both player and character) to think creatively and come up with another approach or idea.
You can also encourage creative thinking by insuring dice rolls have meaningful costs and consequences. As mentioned in my earlier post, doing so shifts the focus from looking for opportunities to make dice rolls that employ your best modifiers to thinking up creative approaches that will mitigate the risk of failure. So, even if I take it for granted that encouraging creative thinking is a benefit of your method, my method also has that same benefit, and has fewer drawbacks.

Of course, since you consider “metagaming” to be a drawback, I’m sure you would feel similarly about my method (that is to say, that while it may or may not have the benefit of encouraging creative thinking, it has more drawbacks than your method). I think if you’re looking for the key difference in our values, this is it. You consider “metagaming” the ultimate gaming sin, I don’t think it causes any meaningful problems in actual play.
If you handwave "success after x-amount of time" you're taking the boredom decision away from the other players.
Not at all. If the player making the attempt wants to get bored and give up part way through, they should tell me so in their description of what they want to do as part of the gameplay loop. Or, if they didn’t anticipate the task taking such a long time (possibly do to a miscommunication about the scenario creating misaligned expectations), they can tell me so when I establish the results of their action and we can adjust accordingly. If the players of any of the other characters want their characters to get bored part way through, they can tell me what they want to do about it and I will resolve their actions the same way I do all actions.
Better perhaps to say "It looks like your Thief might be in for the long haul here and may or may not end up getting anywhere - what are the rest of you doing in the meantime?"
Oh, of course. If it wasn’t clear, any time a player commits their character to an activity that will take an extended amount of time (I like to work in intervals of roughly 10 minutes), I ask the other players what they’re doing in the meantime. So, if the rogue tries to unlock the door by picking the lock with their thieves’ tools, I’ll usually say something like “ok, that will take 10 minutes and a successful DC 15 Dexterity check. Bob, what are you doing in the meantime?”
 

Charlaquin

Goblin Queen (She/Her/Hers)
Hence my use of small-letter terms (which have quite useful functions in the English language) as opposed to capital-letter terms which I tie to their Forge definitions.
They aren’t English-language terms though, they’re GNS jargon. Whether you capitalize them or not, the way you’re using them is still functionally the way they’re used there.
Forgive me, but I fail to see how this can work: how are your players not pulled out into the metagame when deciding if-when to apply Inspiration?
I can’t speak for @iserith but I believe our tastes and methods are pretty similar, and personally I don’t really care how the players come to their decisions about what their characters do. That’s their business, not mine.
 

doctorbadwolf

Heretic of The Seventh Circle
If there’s no infinite time scenario, then there’s a cost or consequence for failure, so repeated attempts should be allowed as long as the player is willing to pay the cost or risk the consequence.
If there is a time based risk, rather than just time pressure, then PCs probably want to try different approaches when one fails.

If I want to create tension, then I’ll use a different method entirely.
Ok, so this is just establishing that each attempt “costs” one full day. As long as I’m willing and able to pay that cost, I should be allowed to do so as many times as I want.
No, it’s establishing that whatever amount of time you decide you are willing to spend gets you one check for that amount of time, unless you change soemthing.
Likewise, if one attempt “costs” 6 months of downtime and 6 months of downtime is what I have, great. I don’t take issue with this scenario, so long as it’s reasonable within the fiction (if it takes 6 months of downtime to try and find a buyer for my magic sword or something, that’s reasonable. If it takes 6 months of downtime to try and tie my shoe, not so much.)
If safely picking a trapped lock on a chest acquired from your enemies takes 6 months, you’ve narratively learned some things about locks and traps in the process. You may have to give up and try to circumvent the lock.
Not at all, and making each roll represent a certain amount of time trying is one of my go-to techniques for insuring actions have a cost or consequence for failure. Lots of things you might attempt while exploring a dungeon, for example, take 10 minutes to try in my game. Of course, if you fail you’re more than welcome to spend 10 more minutes and try again. But every time you do, we’re getting one step closer to a roll for random encounters, which I make once every hour during that time scale of exploration by default. Some actions, particularly those that are noisy or reckless, can cause additional rolls for random encounters as a cost or consequence for failure beyond that default.
I don’t use random encounters, or dungeons, so that approach would rarely make sense in my game.
Another approach might be to say that a task takes however much time it takes until something changes in the scenario - you can keep trying to pick that lock until you either get it or a monster wanders by and attacks you. In that case, getting interrupted by that wandering monster should be the cost for failure. But in that case I should be allowed to go back to it after the monster is dealt with, as many times as I’m willing to risk that consequence on a failure.

What I take issue with isn’t rolls representing the total effort over a given period of time, or even over a nonspecific period of time if some consequence occurs before I finish on a failure. What I object to is being disallowed from making repeat attempts while I am still willing to pay the cost to try or risk the consequences of failure simply because the DM says “that was your best effort.”
They’re the same thing, worded differently.
 

Charlaquin

Goblin Queen (She/Her/Hers)
If there is a time based risk, rather than just time pressure, then PCs probably want to try different approaches when one fails.
Probably, but that’s the players’ decision to make, not mine.
If I want to create tension, then I’ll use a different method entirely.
Ok?
No, it’s establishing that whatever amount of time you decide you are willing to spend gets you one check for that amount of time, unless you change soemthing.
You and I have had pretty much exactly this exchange before, so I don’t see this going anywhere, but... “I am willing to spend whatever amount of time it takes until I succeed.”
If safely picking a trapped lock on a chest acquired from your enemies takes 6 months, you’ve narratively learned some things about locks and traps in the process. You may have to give up and try to circumvent the lock.
I don’t follow.
I don’t use random encounters, or dungeons, so that approach would rarely make sense in my game.
It’s just an example. Feel free to substitute whatever action, location, timeframe, and cost or consequence makes sense in your games.
They’re the same thing, worded differently.
They’re really, really not.
 

Lanefan

Victoria Rules
I think you may be conflating "metagame" and "metagaming."

Why would they be making a roll if they aren't aware of what's going on?
Most of the time: some sort of perception, where there's something they might or might not notice just on walking by but otherwise have no idea there's anything there to notice (and still won't, if they miss it). Or, noticing someone trying to sneak up on them*, or past them.

* - a perfect example of a roll where there's almost certain to be meaningful consequences for both success and failure.
 

iserith

Magic Wordsmith
Most of the time: some sort of perception, where there's something they might or might not notice just on walking by but otherwise have no idea there's anything there to notice (and still won't, if they miss it). Or, noticing someone trying to sneak up on them*, or past them.

* - a perfect example of a roll where there's almost certain to be meaningful consequences for both success and failure.
Passive Perception is the appropriate mechanic here, not a regular ability check.

Any other examples?
 


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