• The VOIDRUNNER'S CODEX is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!

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


Lanefan

Victoria Rules
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.

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.
I don't always have there be consequences for failure like that, however, nor do I want to be put in a position where I feel I always have to have them; yet I still want there to be doubt as to whether something can be done or not and-or whether this person happens to be at their peak best today.
I’m not running 1e, so I don’t really care what Gygax said about how to run that game.
Heretic.
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.
Thing is, we don't know they're auto-fail until we try them. Sure, with the spells the DM can just narrate a no-go result but with the searches he should still go through the motions of rolling (we do search rolls behind the screen) so as not to tip us off as to whether there's nothing to find or whether we just missed what's there.
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.
I wouldn't. If it's obvious, or quickly becomes obvious, how to proceed then it's not much of a puzzle. And riddles can stump people for hours.
Narrate success. I thought I had made that pretty clear.
Even though that success is in doubt? Now you're either on easy mode or on binary pass-fail (i.e. take-20) mode.
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.
What makes the game more enjoyable- both as player and DM - is that metagaming be kept to as minimal a degree as possible, given the practicalities of the activity. This is one hill I ain't budging from.
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.
I'm not a GNS student at all so if I'm parroting their theories it's by sheer random chance, believe me. :) I frequently use the terms simulation and gamist, though, in their English-language-meaning senses; and was doing so long before the Forge had ever been heard of.
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.
Ah - there's a key difference: to me what should separate one "attempt" from another is a change in approach: the "material change in the fiction" I mentioned upthread.
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.
Fair enough.
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?”
Different order of operations. I don't mention how long it'll take before the roll is made because I don't want to commit to a timeframe that the roll might then render moot. For example, on a very good roll it's possible the action was done very quickly and thus Bob wouldn't have had time to get up to anything else of note.

In other words, one of the factors that I-as-DM can use the roll to help inform is how long the action took to complete (or before failure occurred, whichever).
 

log in or register to remove this ad

doctorbadwolf

Heretic of The Seventh Circle
Probably, but that’s the players’ decision to make, not mine.
And I will negotiate how much time is spent on a single approach, but a single approach-attempt gets 1 (usually set of, with multiple skills) roll(s).
We were discussing time and time pressures. I don’t know what needs explanation there.
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.”
You’re probably right. You’ll be shocked to learn that my response here is; Okay, the available amount of time is X. Make a check.
I don’t follow.
The point is that there is a narrative explanation for whatever amount of time it takes to do a thing, even in extreme cases. I wouldn’t use a single check for 6 months of trying to pick a lock, of course. That would be really weird.

More likely would be a check to determine how long it takes, or a skill challenge to figure out how the lock works, how the trap is integrated, and then very carefully disarm and unlock it.

If you’re rolling for it, total failure is possible (otherwise enough time might mean you just succeed without a roll), which might mean that even with 6 months of downtime you just...never figure it out.

I’m not going to let the swinginess of the d20 take away that possibility, and thus you won’t be making hundreds of checks. It will be a skill challenge that represents a montage worth of investigation, making new/additional tools, improving your knowledge of the specific type of mechanism, and then finally trying to get it done.
It’s just an example. Feel free to substitute whatever action, location, timeframe, and cost or consequence makes sense in your games.

They’re really, really not.
If you are okay with one “attempt” and thus roll taking all day, then you’re ok with an “attempt” actually being many attempts. What is the actual difference at the table?
 


doctorbadwolf

Heretic of The Seventh Circle
@Charlaquin One thing I want to comment on wrt your exchange with @Lanefan is, I just don’t ever present things where the story can’t continue unless a check goes a certain way.

If the party needs to find out a thing in order to progress toward killing the Lich, the research check is there to determine what else they learn or how long it take to learn what they need, never to determine whether or not they get the needed intel.

The game goes on, succeed or fail. There’s a Galaxy to save and/or destroy.
 

Fenris-77

Small God of the Dozens
Supporter
Once you start scraping the bottom of the barrel you start finding out how people deal with the reality that binary pass-fail systems occasionally need to he 'handled' by the GM.
 

Charlaquin

Goblin Queen (She/Her/Hers)
I don't always have there be consequences for failure like that, however, nor do I want to be put in a position where I feel I always have to have them; yet I still want there to be doubt as to whether something can be done or not and-or whether this person happens to be at their peak best today.
Emphasis added. So, seems to me like your motivation for your approach is that it’s easier for you as a DM, since it saves you from having to think of consequences for failed actions. That’s fair, I guess, but I have different priorities.
😜
Thing is, we don't know they're auto-fail until we try them. Sure, with the spells the DM can just narrate a no-go result but with the searches he should still go through the motions of rolling (we do search rolls behind the screen) so as not to tip us off as to whether there's nothing to find or whether we just missed what's there.
And here we see a shining example of metagame-policing leading to boring gameplay.
I wouldn't. If it's obvious, or quickly becomes obvious, how to proceed then it's not much of a puzzle. And riddles can stump people for hours.
I didn’t say it should be obvious. But, if the players reach the point where they feel like they have exhausted all of their options and have no inkling of how to proceed, that’s bad puzzle design. Puzzles are literally made to be solved, and a good puzzle gives you enough information to figure out how to solve it, though doing so may take some out of the box thinking. Feeling a bit stymied but still having some idea what else you might try is fine. Feeling like you’ve done everything you can think of and gotten nowhere isn’t.
Even though that success is in doubt? Now you're either on easy mode or on binary pass-fail (i.e. take-20) mode.
Now we’re going around in circles. We’ve been over how it’s different from take 20 and how it actually makes the game more difficult when failure has consequences.
What makes the game more enjoyable- both as player and DM - is that metagaming be kept to as minimal a degree as possible, given the practicalities of the activity. This is one hill I ain't budging from.
I have no investment in getting you to budge, I know you’re already set in your ways. Debating the matter with you just gives me the opportunity to present arguments in favor of my methods to anyone more amenable to new ideas who may be reading.
Different order of operations. I don't mention how long it'll take before the roll is made because I don't want to commit to a timeframe that the roll might then render moot. For example, on a very good roll it's possible the action was done very quickly and thus Bob wouldn't have had time to get up to anything else of note.

In other words, one of the factors that I-as-DM can use the roll to help inform is how long the action took to complete (or before failure occurred, whichever).
Oh, sure. In that case you establish the additional time it may take as a consequence for failure. “Make a DC 15 Dexterity check - on a success you‘ll open the lock right away, but on a failure you won’t make any progress after (whatever time interval. Like I said, I like to use increments of 10 minutes).” Alternatively, “on a success you’ll open the lock right away, but on a failure you won’t get it open before (some other meaningful consequence that occurs as a result of the extra time passing. I like to use rolls for wandering monsters here).”
 



Charlaquin

Goblin Queen (She/Her/Hers)
And I will negotiate how much time is spent on a single approach, but a single approach-attempt gets 1 (usually set of, with multiple skills) roll(s).
Ok.
You’re probably right. You’ll be shocked to learn that my response here is; Okay, the available amount of time is X. Make a check.
Right, so now we’re back to what I said before: you’re establishing that the cost that must be paid for the attempt is 6 months of downtime (or whatever the available amount of time is). As long as I am willing and able to pay that cost, I should be allowed to try again. Granted, since time is apparently limited, I obviously am not able to pay that cost again. So really, whatever is limiting my time is the actual consequence for failure in this case.
The point is that there is a narrative explanation for whatever amount of time it takes to do a thing, even in extreme cases. I wouldn’t use a single check for 6 months of trying to pick a lock, of course. That would be really weird.
More likely would be a check to determine how long it takes, or a skill challenge to figure out how the lock works, how the trap is integrated, and then very carefully disarm and unlock it.
Ok
If you’re rolling for it, total failure is possible (otherwise enough time might mean you just succeed without a roll),
Enough time should mean you just succeed without a roll, that’s my entire point.
which might mean that even with 6 months of downtime you just...never figure it out.
Fine, but what about 12 months? What about a billion years? If time is unlimited and there is no other source of pressure, you should just (eventually) succeed. If time isn’t unlimited, clearly there’s a consequence for failure.

I’m not going to let the swinginess of the d20 take away that possibility, and thus you won’t be making hundreds of checks. It will be a skill challenge that represents a montage worth of investigation, making new/additional tools, improving your knowledge of the specific type of mechanism, and then finally trying to get it done.
Ok.
If you are okay with one “attempt” and thus roll taking all day, then you’re ok with an “attempt” actually being many attempts. What is the actual difference at the table?
I think if you’ve been following my conversation with @Lanefan it should be clear that the differences are many and varied.
@Charlaquin One thing I want to comment on wrt your exchange with @Lanefan is, I just don’t ever present things where the story can’t continue unless a check goes a certain way.
Neither do I, and if you got the impression that I did, you haven’t understood the nature of our disagreement at all.
If the party needs to find out a thing in order to progress toward killing the Lich, the research check is there to determine what else they learn or how long it take to learn what they need, never to determine whether or not they get the needed intel.

The game goes on, succeed or fail. There’s a Galaxy to save and/or destroy.
Yep, same.
 

Charlaquin

Goblin Queen (She/Her/Hers)
By that I mean once you get past 'my style' and all the other hugger-mugger that actually just obfuscates what's happening at the table, this is where we end up. Binary pass-fail sometimes needs .. adjustment.
Could you elaborate on where you’re seeing that need for adjustment demonstrated here?
 

Remove ads

Top