clearstream
(He, Him)
I'd like more nuance in the outcomes of ability checks, and am dissatisfied with needing to deduct 2 or 5 from the DC and compare that with the result as suggested in the DMG. I've tried the DMG method and for me it's fiddly to apply during the heat of play.
Examples when parity is odd: you fall from the wall you were climbing (failed) or dislodge stones and leave obvious marks on the wall (successful); you spring the trap you hoped to disarm (failed) or the mechanism makes a distinct ‘twang!’, that could be heard in the next room (successful); the guards are infuriated and attack (failed) or they abandon their post to get reinforcements (successful).
Examples when parity is even: you can retry by returning to the foot of the wall and looking for a new route (failed), you make progress (success) and can either leave no traces or get to the top in half the time (natural 20); you can retry if someone will just hold this lever – exposing you both to the trap (failed) or you disarm the trap (success) and can reset it behind you (natural 20); perhaps a demonstration of power will convince the guards? (failed) or they are intimidated and cower back (success) or one guard placates you by offering to show you a secret side door (natural 20).
I plan to playtest this shortly in my campaign. I'd welcome criticisms, refinements or alternatives if you have any?
[EDIT Added 'enhanced success' based on feedback. Also improved example, and identified need for guidance on complications.]
[2nd EDIT Tweak of text to make it that the parity check is on roll, not result.]
[3rd EDIT To respond to a criticism regarding possible static outcomes.]
[4th EDIT Improve the possible outcomes using the language of hard and soft moves, and provide what I hope are better examples.]
Success at a Cost, Failure with a Drawback
When an ability check fails or succeeds, the parity of the die rolled matters- if parity is odd then
- a hard move follows a failed attempt
- a soft move follows a successful attempt
- if parity is even then
- a soft choice is offered to retry a failed attempt
- a success is free from drawbacks
- an opportunity follows a success on a natural 20
Enhanced Success
A roll of a natural 20 that is a success, becomes an enhanced success. The DM will describe an opportunity to gain an added benefit.Repeat Attempts
If an ability check fails, it usually can’t be reattempted until conditions change—such as with a new approach, improvement in modifiers, or increased proficiency.Examples when parity is odd: you fall from the wall you were climbing (failed) or dislodge stones and leave obvious marks on the wall (successful); you spring the trap you hoped to disarm (failed) or the mechanism makes a distinct ‘twang!’, that could be heard in the next room (successful); the guards are infuriated and attack (failed) or they abandon their post to get reinforcements (successful).
Examples when parity is even: you can retry by returning to the foot of the wall and looking for a new route (failed), you make progress (success) and can either leave no traces or get to the top in half the time (natural 20); you can retry if someone will just hold this lever – exposing you both to the trap (failed) or you disarm the trap (success) and can reset it behind you (natural 20); perhaps a demonstration of power will convince the guards? (failed) or they are intimidated and cower back (success) or one guard placates you by offering to show you a secret side door (natural 20).
I plan to playtest this shortly in my campaign. I'd welcome criticisms, refinements or alternatives if you have any?
[EDIT Added 'enhanced success' based on feedback. Also improved example, and identified need for guidance on complications.]
[2nd EDIT Tweak of text to make it that the parity check is on roll, not result.]
[3rd EDIT To respond to a criticism regarding possible static outcomes.]
[4th EDIT Improve the possible outcomes using the language of hard and soft moves, and provide what I hope are better examples.]
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