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<blockquote data-quote="Oofta" data-source="post: 8628376" data-attributes="member: 6801845"><p>For what it's worth, I do think what happens on a failure is a valid topic. I just don't think it's a rule thing: you didn't succeed at what you were attempting, so the DM needs to decide what happens. That can take any number of forms.</p><p></p><p>Trying to jump further than you can automatically and don't make the roll? Assuming that the DM decided a DC 15 (medium difficulty) and you get an 11. Okay, maybe you make the leap but fall prone. Make an 8? You jumped far enough to grab on. But some of that's going to depend on situations. Fail to perceive the McGuffin that would have led to the bandits hideout? Maybe it just means they find the hideout later but the bandits had time to prepare. Or maybe this was the third clue they missed and they never find the bandits hideout. The world goes on without the bandit fight and they don't get paid.</p><p></p><p>I guess I just don't think in those terms. I think of goals, motivations and expectations for PCs and NPCs in my campaign world but also the goals, motivations and expectations of my players. Sometimes failure can be more fun. They <em>never</em> find the bandit hideout so Black Jackie the notorious bandit becomes an ongoing nemesis. It's not a "rule" in any way, it's thinking about what's going to work best at your table. </p><p></p><p>Or maybe I'm just missing the whole point but to me the only rule I have for failure is how to make that failure fun for the group. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Oofta, post: 8628376, member: 6801845"] For what it's worth, I do think what happens on a failure is a valid topic. I just don't think it's a rule thing: you didn't succeed at what you were attempting, so the DM needs to decide what happens. That can take any number of forms. Trying to jump further than you can automatically and don't make the roll? Assuming that the DM decided a DC 15 (medium difficulty) and you get an 11. Okay, maybe you make the leap but fall prone. Make an 8? You jumped far enough to grab on. But some of that's going to depend on situations. Fail to perceive the McGuffin that would have led to the bandits hideout? Maybe it just means they find the hideout later but the bandits had time to prepare. Or maybe this was the third clue they missed and they never find the bandits hideout. The world goes on without the bandit fight and they don't get paid. I guess I just don't think in those terms. I think of goals, motivations and expectations for PCs and NPCs in my campaign world but also the goals, motivations and expectations of my players. Sometimes failure can be more fun. They [I]never[/I] find the bandit hideout so Black Jackie the notorious bandit becomes an ongoing nemesis. It's not a "rule" in any way, it's thinking about what's going to work best at your table. Or maybe I'm just missing the whole point but to me the only rule I have for failure is how to make that failure fun for the group. :) [/QUOTE]
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