But "on the right track" applies just as much to "I am 10% of the way there" as "I am 90% of the way there."
Of course that can be shown by description.
The ORC is barley scratched. He has big gashing wound on his side. He is barley able to stand .
The feylord is sober and watches you with mistrust. He is a little tipsy. A smile crosses the lord's face as you dance together over the floor. You can feel his body relax under your arms while ...
It's not a meta currency. It's literally just a count. You count up successes. That's something in the world: the number of times they have succeeded vs failed.
It becomes a metacurrency when it is arbitrarily decided with no relation to the Ingame World how many successes are needed.
Again: You need to convince 5 out of 9 Councilmen is fine by me.
But: You need 3 successes before 3 failures to convince the King to lend you an army is meta. Also it doesn't take take into account all the stuff the PCs can get up to.
Like ... for example I prefer a dynamic system, like a morale or loyalty system for retainers. Just as an example: they start with Morale 0. Every thing positive a PC does can raise the morale by one or more (depending on the action the PC takes). Every thing bad can lower it by one or more (again, depending on the action). You can also have actions in this system that make it impossible to change the loyalty further (like killing the child of a retainer).
So If I would use such a system to influence a single NPC, I wouldn't use 5 successes or 3 failures or something but more a morale or attitude like system.
Of course I wouldn't tell the players the current attitude score of the NPC.
Again: consider it like a race; no, better yet, consider it like you're trying to beat a world record. You are running, but you're competing against other people in the past, so you're by yourself. You know that you're on the right track (almost literally!) because there are markers.
Now, imagine you have no idea how long the race is. It could be only five minutes' light jog (so about 500 m). Or it could be five hours cross-country running. Or it could be three days. Or three weeks. You have no idea. You'll know if you get turned around and if you get back on track. But you have no idea whether you've crossed the finish line until you actually do.
Have you ever run a (half)marathon? I did several times. While on the race track you don't look at the markers, you don't look at your watch, you run until you see the finish line. Counting the meters or kilometers on a marathon race would just make it super slow, like watching a microwave clock makes it feel like this 1 minute it takes the food to be finished like an eternity.
There is no tension in this. You know you're making progress, but you've no idea if the second chunk will end things for good, or if you'll still be working on it five chunks later. Your horror movie example is a disanalogy because there, you know there isn't a finish line. Things that don't have a finish line, a place where success has been achieved or failure has befallen the party, should never be used with this setup, for exactly the same reason that things that don't involve the use of physical conflict shouldn't involve the combat rules.
I thinknI see were our Philosophical Difference now stems from.
I don't use finish lines. I don't like set meta goals. Not a certain amount of steps needed to finish this. Dynamic systems with win and loose conditions that can be achieved in a 100 different kind of ways. Like real life, like war, like running a business, like a soccer game were on brilliant action could change the whole outcome or could have catastrophic consequences. Which is why it doesn't really make sense for me to habe "3 successes before 3 failures" as a good condition. And which where it also doesn't make sense to tell the players that, because the finish line is not fixed, it is dynamic, based on the player actions.
They are. They happen when the players fail 3 times (or perhaps more; 3 is a good starting point, after all. Once may be a fluke, twice may be coincidence, but three times is a pattern, after all.)
The only part that wouldn't be DM-facing in a skill challenge is the number of failures (almost always 3) that result in full failure, and the number of successes required to fully succeed (I'd assume this one would be roughly 4-6 successes? Depends on exactly how difficult you feel it should be, context matters a hell of a lot there.) Everything else is pure DM content.
I always break the paragraphs to early ... is there a way to undo that?
The problem is, this extremely frequently (at least in D&D) results in the 1-3 most highly skilled characters doing everything, and the 1-2 quiet players doing nothing at all. Using some form of initiative ensures that it is a true team effort, not merely the star player(s) taking over.
For me that is the DMs job, to make sure every player has the time to shine.
For social situations I would fine any kind of Initiative to restraining. It would ki the natural flow of any conversation, which for me is a big part of roleplaying.
Try to tell anyone else that! They were despised, outright vilified, in the past. That's why they don't exist in 5e. They had 4e cooties. To include them would have told the 5e partisans that there was something of value in 4e's rules, which would have been intolerable to them. (Keeping in mind that I am, and have long been, of the opinion that the vast majority of what elements of 5e "came from" 4e really aren't anything like 4e rules at all, not even partially, they just
wear the flayed skin of 4e rules. Further, this was a highly intentional effort from the 5e design team, despite Mearls' protestations to the contrary.)
Does "you must succeed this many times before you fail 3 times" count as some kind of "meta currency"? Because I'm not seeing what that could possibly be. It's...literally "you have to do things in the world
that succeed, and do enough of them
before you screw too much of it up."
Again, as long as it has inworld reasons it is fine.
Convince 5 out of 9 councilmen. Stop the enemies before they finish 3 rituals. Find 10 supporters in the house of common to be eligible to get voted on. Convince 6 put of 10 jury members of your innocence.
But for the Playe4s to.know the correct amount of "successes ", the characters need to know that amount, too.
Like ... an election, you need more voters than your opposition, but exactly how may are enough? You only know after the count.
But especially with a single NPC, any fixed number of successes/failures is arbitrary- it is meta.
Like, why do I need to convince the King three times? Why can't I just kidnap his infant son and blackmail him to do my bidding? Why can I insult him two times but only the third time will he throw me in the dungeon?
Yes, as a DM you need to have some kind of measure (your 3/3 successes/failures, I my dynamic point system), but telling the players the mechanics is like ... killing the suspension of disbelief. Is like seeing the microphone bouncing into the screen in a movie or the seeing the camera operator reflected in a window.
It is the difference of
"You hit the Orc with your sword, cutting a deep wound onto his right arm. You can see the fear in his eyes" to
"You hit the ORC, reducing him to 12 HP, his morale score is lowered to 1."
One js a fantastic adventure, the other is some guys sitting around the table playing with math.
Yes, you need some kind of visible mechanics to facilitate the game, but the less you can get away with the better it is.