Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
5e consequence-resolution
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Ovinomancer" data-source="post: 8649917" data-attributes="member: 16814"><p>Yup. If we take the declared action as attempting to pick the lock on the safe (a very cromulent 5e declaration), then what can we expect we get on a success? We pick the lock, open the safe, and discover the contents (as imagined by and provided by the GM). If we fail? Now the GM feels as if they need to make that failure count in some way, and will be narrating a failure not at all related to the action of picking the lock, but instead some larger issue that is cared about. It's amping the failure state with no corresponding increase in the success. The player cannot make what's in the safe be what they want on a success, because that's still the GM's purview!</p><p></p><p>This is why I characterize it as a thin cover for "rock fall" injections. It's always going to be worse for the PCs, it's always going to be arbitrary and not related to the understood stakes of the action, and not really changing anything, because the GM already has the say on what's in the safe (for example) so do they really need this to say that the safe is empty at all?</p><p></p><p>When the game is already nearly entirely GM Says, especially for setting/adventure material, conjecturing a way to make things more painful for the players by dint of justifying a larger set of consequences seems like it's just looking for more excuses to punish players.</p><p></p><p>All that said, the idea of consequences on failure is 100% fine -- but they need to be either very clear what's at stake by explicit statement or clearly indicated by the fiction.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 8649917, member: 16814"] Yup. If we take the declared action as attempting to pick the lock on the safe (a very cromulent 5e declaration), then what can we expect we get on a success? We pick the lock, open the safe, and discover the contents (as imagined by and provided by the GM). If we fail? Now the GM feels as if they need to make that failure count in some way, and will be narrating a failure not at all related to the action of picking the lock, but instead some larger issue that is cared about. It's amping the failure state with no corresponding increase in the success. The player cannot make what's in the safe be what they want on a success, because that's still the GM's purview! This is why I characterize it as a thin cover for "rock fall" injections. It's always going to be worse for the PCs, it's always going to be arbitrary and not related to the understood stakes of the action, and not really changing anything, because the GM already has the say on what's in the safe (for example) so do they really need this to say that the safe is empty at all? When the game is already nearly entirely GM Says, especially for setting/adventure material, conjecturing a way to make things more painful for the players by dint of justifying a larger set of consequences seems like it's just looking for more excuses to punish players. All that said, the idea of consequences on failure is 100% fine -- but they need to be either very clear what's at stake by explicit statement or clearly indicated by the fiction. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
5e consequence-resolution
Top