D&D General [rant]The conservatism of D&D fans is exhausting.

I agree to your main point. Professional climbers have a much better survival rate than 1 in 1000 (I am pretty sure we do not have statistics on medieval adventurers forced to scale sheer cliffs with primitive equipment)

While a legitimate point, the numbers I quoted were not for just professional climbers but competent amateurs too, and while I agree modern equipment is better than what typical D&D PCs might have, that really matters only to the degree material science is better; a rope, a grapple and something to belay you with is not radically different as long as the materials are sturdy, and PCs have access to silk and steel (far as that goes, new sets of tarred hemp are perfectly durable as long as you don't keep it for too long, and we've had that for a very long time now).

My main point was that your D1000 caveat might unintentionally undermine your argument given 2 consecutive d20 rolls is not that far from emulating that.

One in 400 over one in 1000? I'm sorry, I consider a factor of two and a half pretty significant and I suspect if you asked people "Does it matter that save on a 17 or a 10?" it would to them, too.
 

log in or register to remove this ad

Everyone I know in 35 years of roleplaying together is looking for those things, yeah. There are other joys to be had too, but they are often better served in board games like Roll Player Adventures, Tainted Grail, etc.

Jonathan Hickman apparently has (or had) a rule in his 13th Age game that PCs can only be killed by named villains...I thought this captured it nicely. Doesn't mean PCs can't lose, but they don't die. Similarly, in Sentinel Comics RPG, only the player gets to decide if his PC dies.
And yet we don't all play games that demand death by narrative only. Weird.
 

We're going around in circles and I think I'm not explaining myself well. My whole point is that fail forward design structure can render player decision making less impactful; you're trading player ability to learn about and manipulate the situation for a more procedurally dynamic situation.
No, I got that you believe that. But it's not true. The player can learn and manipulate the situation--they'll often have moves to let them do just that--and it doesn't turn anything into any sort of "procedurally dynamic situation", whatever that actually means to you.

What actually happens is that the players and GM work together to find out what happens.

Right, but they do the reconnaissance to get an advantage. They plot the guard routes, they practice on the window lock and so on. They're making choices to force a desired outcome, and gaining information to avoid unwanted outcomes.
Same with fail-forward.

Well, maybe not. In a heist game like Blades in the Dark, The things you talk about above would be done in flashbacks, because that stuff is all fairly boring.

In Monster of the Week, there's a move called Read A Bad Situation, which goes as follows:

When you look around and read a bad situation, roll +Sharp. On a 10+ hold 3, and on a 7-9, hold 1. One hold can be spent to ask the Keeper one of the following questions:

• What’s my best way in?
• What’s my best way out?
• Are there any dangers we haven’t noticed?
• What’s the biggest threat?
• What’s most vulnerable to me?
• What’s the best way to protect the victims?

If you act on the answers, you get +1 ongoing while the information is relevant.

Now, MotW is specifically about fighting monsters, a la Buffy or Supernatural. But as you can see, if the PCs are investigating a vampire's den, they'd be able to find most of the information you've been talking about via this roll. What they wouldn't have to do is make a different roll for each and every thing they want to do, because with luck they'd be able to get three answers with one roll. Nor would they have to specifically roll to practice on the lock because that sort of thing is quite boring and unnecessary. And actually considered to not be the way to play in most tradgames, where you get one shot to do something like that and that's it.

Now, maybe you don't find it boring. OK, whatever. But "this is a thing I like" is very different than what you've actually been doing, which is trying to claim a game works differently than it actually does.

If those outcomes are not subject to their ability to gain information or make choices, but instead contingent on the rolls they trigger, there is no point in doing the reconnaissance, because there is no advantage.
That's only true if you think of an RPG as something you can "win". Which... they're not. RPGs are pretty famous for being games you can't win; you can only enjoy playing them.

The best gameplay advice would be "roll better," instead of a set of steps that make it harder to fail heists.
All I can say is that you're working from profound ignorance on how these games actually run. You may want to actually read some thoroughly, or even play one.

No, it is utterly different! The consequence is a function of the player's roll, not a function of their decisions. It would be ideal as a player to only roll when the risked failure outcome is "nothing happens." A fail forward design prevents that from happening, unless you want to start getting into just outright negotiation.
Again, you're completely misunderstanding how these games work.

And no, it would not be ideal if "nothing happens" is the best result because that is the most pointless and boring result. What it does is turn those types of games into people rolling the dice until they happen to roll high enough or low enough or whatever before they can continue--Lanefan's example of spending 2.5 sessions, each multiple hours long, on getting past one door. That is such a waste of time.

I really don't know what else I can do to explain this. The point of games is to use systems to get to a desired goal. Those systems should present a series of interesting decisions as you try and navigate them. I want that to be a thing in my RPGs, wherein players can use systems to try and to reach the desired gamestate, and for their decisions to matter in whether or not they get there.
Having to roll only to find out either nothing happens or you win is not a system that sounds even remotely interesting to me.
 

Just want to point out that D1000 isnt as silly as it might sound. Double 1 on a d20 is just above 2 in 1000. This is exactly the kind of situation where the typical group happily declare that the dice have clearly spoken a death sentence for that climbing character.
LOL!

At the culmination of the particular campaign, the paladin is scaling the cliff to get to the portal where the pit fiend is coming through as his other party members hold off the other hellish forces from getting to hi...WHOOOOPS! Slipped and fell to his death! Sorry, Harold, them's the breaks! You had fun anyway, though, right? Me? Naw, I'm fine with this cartoonish ending to the story we wove together over the last 2 years!
 

Why are we assuming the GM has not put any work into establishing stakes here? That they have telegraphed no dangers? Because if it's the case that they have not then they are making novice mistakes for any game that involves these sorts of techniques. If this is listed as an example than it is an incomplete or poor one.


Other games of course have different goals of play but I don't want to play those games and I'm just talking about my personal preference. For the games I play the only "stake" at play when trying to open a lock is whether you can open the lock. If you can't you'll have to give up on achieving your goal or try something else.
 

Also the characters would think twice before trying such a risky climb in the first place. Sure my friend might be dying at the top, but if I climb and fall (a very real risk) then instead of one of us dying, both of us die; so maybe it's better that I don't climb now, find another less-risky way to get up there later, then find and steal my friend's corpse (or a bit of it) and get him revived.

Result: both of us end up alive.
This is like something I do in Baldur's Gate 3, where I am always aware of video game logic and the investment is therefore lower; now way in a face-to-face game would we say "Eh, so you die, so what? We'll just raise you later!" except as a joke.
 

LOL!

At the culmination of the particular campaign, the paladin is scaling the cliff to get to the portal where the pit fiend is coming through as his other party members hold off the other hellish forces from getting to hi...WHOOOOPS! Slipped and fell to his death! Sorry, Harold, them's the breaks! You had fun anyway, though, right? Me? Naw, I'm fine with this cartoonish ending to the story we wove together over the last 2 years!
For me, the story doesn't become a story until it's over.
 

As it happens, I know some pretty serious pure mathematicians.

They can tell me some things that I can (almost) make sense of. I believe them. It would be pointless for me to ask them to back up their reasoning - I wouldn't understand it.

This generalises across most fields of technical expertise.

The reason I believe the electrician who tells me that the wiring in my house is safe after inspecting it is because they're a qualified electrician. That's not fallacy, that's accepting the distribution of knowledge and expertise that is part and parcel of human society.
Exactly. It can be a fallacy if your electrician starts expounding upon your plumbing.
 

LOL!

At the culmination of the particular campaign, the paladin is scaling the cliff to get to the portal where the pit fiend is coming through as his other party members hold off the other hellish forces from getting to hi...WHOOOOPS! Slipped and fell to his death! Sorry, Harold, them's the breaks! You had fun anyway, though, right? Me? Naw, I'm fine with this cartoonish ending to the story we wove together over the last 2 years!

You skipped the scene where the DM described the difficult climb up thousand foot cliff and clarified that they don't limit falling damage. The paladin's player then decided they would climb the cliff instead of summoning a flying mount because they didn't want to "waste" their 4th level spell slot.

I've seen characters die for dumber reasons.
 


Remove ads

Top