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<blockquote data-quote="Lanefan" data-source="post: 8135003" data-attributes="member: 29398"><p>Success with complication is fine if the roll indicates success (particularly if it indicates marginal success e.g. the DC is 10 and you roll 11). It's not OK if the roll indicates failure, because it's turning that failure into a success.</p><p></p><p>Without knowing the context, e.g. was this PC likely to need that weapon again anytime soon, this doesn't tell us much. <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><p></p><p>Truth be told, oftentimes the binary state does stick in my craw when more than two simple outcomes are possible, but it's easy enough to mitigate in many cases. PF2 has a good idea in having there be four possible outcomes to a lot of rolls; I'm not suggesting it should always be four - sometimes it could be three or five or who knows, but the principle is sound.</p><p></p><p>Also, while I know it's not for everyone I also see the status quo as being a possible result a lot of the time; either because of a fail state changing nothing (e.g. failing to pick a lock) or in very rare instances where success and failure are so finely balanced that the net effect is a wash.</p><p></p><p>On broader terms, maybe more GMs need to go all drill sergeant during session 0:</p><p></p><p>"<em>In this game, as a character you will fail! You will fail often! Sometimes, you will fail hard! Others will laugh at you, and sometimes you'll have no choice but to laugh at yourself; and if you are incapable of laughing at yourself this is no place for you! </em> </p><p></p><p>"<em>But! If those failures don't kill you - and believe me, there'll be times when they will - you gotta pick yourself up, dust yourself off, and try again or better yet try something else! Nothing's handed to you in here, and from your perspective much of the game world has only one reason for existing, and that's to kill you dead. Success is fleeting, and to be valued. Failure is constant, and thus must be accepted.</em></p><p></p><p>"<em>Now get out there and make me proud!</em>"</p><p></p><p></p><p><span style="font-size: 9px">(is it too easy to tell that I just watched <em>Patton</em> the other night? <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=":)" /> )</span></p></blockquote><p></p>
[QUOTE="Lanefan, post: 8135003, member: 29398"] Success with complication is fine if the roll indicates success (particularly if it indicates marginal success e.g. the DC is 10 and you roll 11). It's not OK if the roll indicates failure, because it's turning that failure into a success. Without knowing the context, e.g. was this PC likely to need that weapon again anytime soon, this doesn't tell us much. :) Truth be told, oftentimes the binary state does stick in my craw when more than two simple outcomes are possible, but it's easy enough to mitigate in many cases. PF2 has a good idea in having there be four possible outcomes to a lot of rolls; I'm not suggesting it should always be four - sometimes it could be three or five or who knows, but the principle is sound. Also, while I know it's not for everyone I also see the status quo as being a possible result a lot of the time; either because of a fail state changing nothing (e.g. failing to pick a lock) or in very rare instances where success and failure are so finely balanced that the net effect is a wash. On broader terms, maybe more GMs need to go all drill sergeant during session 0: "[I]In this game, as a character you will fail! You will fail often! Sometimes, you will fail hard! Others will laugh at you, and sometimes you'll have no choice but to laugh at yourself; and if you are incapable of laughing at yourself this is no place for you! [/I] "[I]But! If those failures don't kill you - and believe me, there'll be times when they will - you gotta pick yourself up, dust yourself off, and try again or better yet try something else! Nothing's handed to you in here, and from your perspective much of the game world has only one reason for existing, and that's to kill you dead. Success is fleeting, and to be valued. Failure is constant, and thus must be accepted.[/I] "[I]Now get out there and make me proud![/I]" [SIZE=1](is it too easy to tell that I just watched [I]Patton[/I] the other night? :) )[/SIZE] [/QUOTE]
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