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5e consequence-resolution
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<blockquote data-quote="EzekielRaiden" data-source="post: 8650229" data-attributes="member: 6790260"><p>No, there isn't. "It happens some of the time" means <em>it eventually happens</em>. That's how iterative probability works. Same reason why crit fumble rules are bad. "You fall on your sword" is a ridiculous thing for anyone with weapons training to do, but double-crit-fails happen 1 time in 400, and any character that lasts long enough is going to make a <em>lot</em> more than 400 attack rolls. (E.g., a level 5 Fighter fighting only four 4-round combats a day makes 32 attacks a day. So, we'd expect them to crit fumble about three times every two days, slightly more than that actually. That means we'd expect them to double crit-fumble about once every two weeks, because that would give about 21 crit fumbles.)</p><p></p><p></p><p>You had said, "Now THAT we can agree on." This was in response to Crimson Longinus saying, "Why is there some one specific thing that must happen in the first place? Sure, you can do this, but is seems rather linear and railroady."</p><p></p><p>I then replied with something where (it seems to me) one specific thing <em>must happen</em> in order for the story to progress: an escape scenario. If you <em>literally just fail</em> to escape and <em>literally nothing else</em> happens--again, what I've repeatedly given as the standard here, which people seemed perfectly willing to accept--then the game simply dead ends. No new story. No new events. No new consequences. Just sitting there because you failed to escape. That seems, pretty much <em>definitionally</em>, boring.</p><p></p><p>Literally all of the other things that have been proposed involve <em>something else happening</em> or something more than <em>literally just failing</em>.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 8650229, member: 6790260"] No, there isn't. "It happens some of the time" means [I]it eventually happens[/I]. That's how iterative probability works. Same reason why crit fumble rules are bad. "You fall on your sword" is a ridiculous thing for anyone with weapons training to do, but double-crit-fails happen 1 time in 400, and any character that lasts long enough is going to make a [I]lot[/I] more than 400 attack rolls. (E.g., a level 5 Fighter fighting only four 4-round combats a day makes 32 attacks a day. So, we'd expect them to crit fumble about three times every two days, slightly more than that actually. That means we'd expect them to double crit-fumble about once every two weeks, because that would give about 21 crit fumbles.) You had said, "Now THAT we can agree on." This was in response to Crimson Longinus saying, "Why is there some one specific thing that must happen in the first place? Sure, you can do this, but is seems rather linear and railroady." I then replied with something where (it seems to me) one specific thing [I]must happen[/I] in order for the story to progress: an escape scenario. If you [I]literally just fail[/I] to escape and [I]literally nothing else[/I] happens--again, what I've repeatedly given as the standard here, which people seemed perfectly willing to accept--then the game simply dead ends. No new story. No new events. No new consequences. Just sitting there because you failed to escape. That seems, pretty much [I]definitionally[/I], boring. Literally all of the other things that have been proposed involve [I]something else happening[/I] or something more than [I]literally just failing[/I]. [/QUOTE]
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