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5e consequence-resolution
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<blockquote data-quote="Cruentus" data-source="post: 8653912" data-attributes="member: 7034645"><p>I think some examples are fine, but in this case I agree with [USER=6801845]@Oofta[/USER], there is no way to cover every eventuality that might come up in play. And if you’re really ‘respecting the fiction’, then you shouldn’t be rolling that much anyway.</p><p></p><p>Player (thief): I want to climb the wall of the building, are there handholds, a drain or boards I can get hands into?”</p><p>DM: Yes, you see a trellis further down the wall, a downspout to your left, or you think you could climb up using the windowsills and separated walllboards, but it might be more obvious.”</p><p>Player: “I will use the downspout if it looks sturdy enough to hold me.”</p><p>DM: “You give it a tug, and it doesn’t shift much. You climb to the top fairly easily.”</p><p></p><p>Done, respects the fiction, and doesn’t require a single roll. And it’s not “mother may I”, unless you view the player/DM interactions as essentially oppositional. Even though this was a ‘simple’ task, likely DC 10, why have the player roll? Simulationism? There is no need, and the actual rolls are often overused. In a simple situation, with no pressure, no roll would be necessary. </p><p></p><p>No, if it’s raining, or wet, or the thief is being chased, or the thief has a big need to be quiet, or unseen, THEN we’re getting into rolling territory. Because then there is a consequence for failure. Maybe that easy DC 10 climb is now a moderate DC 15, or whatever, because it’s raining, or the city guard is right behind them. Maybe the DM gives advantage because the thief spies some easy handholds, or has climbing gear they can use. It all ties into the fiction. Pass the now asked for roll, you climb the wall and it gets described (or I’ll often ask the player to describe the climb). Fail the roll, and maybe I describe a foot slipping, and the thief falling to the alley floor, or the guard grabs and ankle - what do you do?</p><p></p><p>Those situations are just as, or more engaging than combat, without the need for complicated lists of DCs for tasks. Now, I think more and further fleshed out examples in the rules would be great, but for what it is trying to accomplish, they work just fine. You’d have to find a much crunchier rule set to give you what you’re looking for it you want more (in my experience).</p></blockquote><p></p>
[QUOTE="Cruentus, post: 8653912, member: 7034645"] I think some examples are fine, but in this case I agree with [USER=6801845]@Oofta[/USER], there is no way to cover every eventuality that might come up in play. And if you’re really ‘respecting the fiction’, then you shouldn’t be rolling that much anyway. Player (thief): I want to climb the wall of the building, are there handholds, a drain or boards I can get hands into?” DM: Yes, you see a trellis further down the wall, a downspout to your left, or you think you could climb up using the windowsills and separated walllboards, but it might be more obvious.” Player: “I will use the downspout if it looks sturdy enough to hold me.” DM: “You give it a tug, and it doesn’t shift much. You climb to the top fairly easily.” Done, respects the fiction, and doesn’t require a single roll. And it’s not “mother may I”, unless you view the player/DM interactions as essentially oppositional. Even though this was a ‘simple’ task, likely DC 10, why have the player roll? Simulationism? There is no need, and the actual rolls are often overused. In a simple situation, with no pressure, no roll would be necessary. No, if it’s raining, or wet, or the thief is being chased, or the thief has a big need to be quiet, or unseen, THEN we’re getting into rolling territory. Because then there is a consequence for failure. Maybe that easy DC 10 climb is now a moderate DC 15, or whatever, because it’s raining, or the city guard is right behind them. Maybe the DM gives advantage because the thief spies some easy handholds, or has climbing gear they can use. It all ties into the fiction. Pass the now asked for roll, you climb the wall and it gets described (or I’ll often ask the player to describe the climb). Fail the roll, and maybe I describe a foot slipping, and the thief falling to the alley floor, or the guard grabs and ankle - what do you do? Those situations are just as, or more engaging than combat, without the need for complicated lists of DCs for tasks. Now, I think more and further fleshed out examples in the rules would be great, but for what it is trying to accomplish, they work just fine. You’d have to find a much crunchier rule set to give you what you’re looking for it you want more (in my experience). [/QUOTE]
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