On Wednesday, I ran a first session of my new monthly Daggerheart campaign. On Thursday I ran like the 30th session of my ongoing D&D 2024 campaign. One thing I really missed during the latter was Hope and Fear from Daggerheart. Not so much the metacurrency aspect, but the narrative informative aspect. This succeeded but with a complication. This failed but it presented an opportunity. Etc.
So I started to think about how to add that dimension to D&D. And really the easiest and most obvious thing to me would seem to be to determine "Hope" when a d20 roll comes up with an even result, and "Fear" when the die as an odd result. (For clarity, I mean the raw number on the die, not the total check result).
I don't really think it would be worth building a whole metacurrency system for this, or to implement it in the initiative system. If I were to do that, I would just change the campaign to run it with DH. But I do like informative dice, and I think non-binary results add something to play.
Have to implemented some sort of system that adds failures with opportunities or successes with complications? If so, what and how? Do you find that it improves D&D (especially 5E) play? If you tried it and it ended up not working or being worth the effort, what happened?
Personally (as a DM) I could have a lot of fun with this if it's merely meant to inform the player on how much Ying they can expect in their Yang and vice versa, but I'd find it too tedious if it reflected a separate, tangential axis. The method is simple, so point for that, but the frequency is too high if it happens on every skill check.
Even if a pass/fail test is by definition binary, the result can already be interpreted in myriads of ways. A roll in D&D rarely tests only one thing; it usually tests several things happening simultaneously. For example, it's rare that one makes an Athletics check
just to climb a wall. Oftentimes, we tests to see if the character made it all the way up AND/OR made it up fast enough AND/OR made it up quietly enough AND/OR made it up without hurting themselves AND/OR made it up without losing stuff AND/OR made it up without spending X resources etc. A failed tests can already mean any of these things.
If a character is attempting to climb a surface, I rarely have them fall or simply make no progress on a failed check; it just halts the action. Typically, they'll make it up but alert the guards, or fail to climb fast enough to catch up with the bad guy, or drop their pack, etc. That's what their failure represents. As such, I'd find it tedious to look for a complication in addition to any of those things failing, and it would set players to expect that description for a "success with complication", robing me of my ability to narrate failing forward unless the dice specifically said so.
I prefer the play on advantage/disadvantage suggested earlier because 1) the frequency is already lower and 2) situations with advantage/disadvantage are already better suited for emphasis of success/failure, opportunities in failure, and complications despite success.