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Assaying alternative rules for Success at a Cost and Degrees of Failure
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<blockquote data-quote="clearstream" data-source="post: 8323258" data-attributes="member: 71699"><p>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.</p><h3><span style="color: rgb(65, 168, 95)"><span style="font-size: 18px">Success at a Cost, Failure with a Drawback</span></span></h3><p><span style="color: rgb(65, 168, 95)">When an ability check fails or succeeds, the <strong>parity </strong>of the die rolled matters</span></p><ul> <li data-xf-list-type="ul"><span style="color: rgb(65, 168, 95)">if parity is <strong>odd </strong>then </span><ul> <li data-xf-list-type="ul"><span style="color: rgb(65, 168, 95)">a hard move follows a <strong>failed </strong>attempt </span></li> <li data-xf-list-type="ul"><span style="color: rgb(65, 168, 95)">a soft move follows a <strong>successful </strong>attempt </span></li> </ul></li> <li data-xf-list-type="ul"><span style="color: rgb(65, 168, 95)">if parity is <strong>even </strong>then </span><ul> <li data-xf-list-type="ul"><span style="color: rgb(65, 168, 95)">a soft choice is offered to retry a <strong>failed </strong>attempt </span></li> <li data-xf-list-type="ul"><span style="color: rgb(65, 168, 95)">a <strong>success </strong>is free from drawbacks </span></li> <li data-xf-list-type="ul"><span style="color: rgb(65, 168, 95)">an opportunity follows a <strong>success </strong>on a natural 20 </span></li> </ul></li> </ul><h3><span style="color: rgb(65, 168, 95)">Enhanced Success</span></h3><p><span style="color: rgb(65, 168, 95)">A roll of a <strong>natural 20</strong> that is a success, becomes an enhanced success. The DM will describe an opportunity to gain an added benefit.</span></p><h3><span style="color: rgb(65, 168, 95)">Repeat Attempts</span></h3><p><span style="color: rgb(65, 168, 95)">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.</span></p><p></p><p><strong>Examples </strong>when parity is <strong>odd</strong>: 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).</p><p> </p><p><strong>Examples </strong>when parity is <strong>even</strong>: 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).</p><p></p><p>I plan to playtest this shortly in my campaign. I'd welcome criticisms, refinements or alternatives if you have any?</p><p></p><p></p><p>[<strong>EDIT </strong>Added 'enhanced success' based on feedback. Also improved example, and identified need for guidance on complications.]</p><p>[<strong>2nd EDIT</strong> Tweak of text to make it that the parity check is on <strong>roll</strong>, not result.]</p><p>[<strong>3rd EDIT</strong> To respond to a criticism regarding possible static outcomes.]</p><p>[<strong>4th EDIT</strong> Improve the possible outcomes using the language of hard and soft moves, and provide what I hope are better examples.]</p></blockquote><p></p>
[QUOTE="clearstream, post: 8323258, member: 71699"] 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. [HEADING=2][COLOR=rgb(65, 168, 95)][SIZE=5]Success at a Cost, Failure with a Drawback[/SIZE][/COLOR][/HEADING] [COLOR=rgb(65, 168, 95)]When an ability check fails or succeeds, the [B]parity [/B]of the die rolled matters[/COLOR] [LIST] [*][COLOR=rgb(65, 168, 95)]if parity is [B]odd [/B]then [/COLOR] [LIST] [*][COLOR=rgb(65, 168, 95)]a hard move follows a [B]failed [/B]attempt [/COLOR] [*][COLOR=rgb(65, 168, 95)]a soft move follows a [B]successful [/B]attempt [/COLOR] [/LIST] [*][COLOR=rgb(65, 168, 95)]if parity is [B]even [/B]then [/COLOR] [LIST] [*][COLOR=rgb(65, 168, 95)]a soft choice is offered to retry a [B]failed [/B]attempt [/COLOR] [*][COLOR=rgb(65, 168, 95)]a [B]success [/B]is free from drawbacks [/COLOR] [*][COLOR=rgb(65, 168, 95)]an opportunity follows a [B]success [/B]on a natural 20 [/COLOR] [/LIST] [/LIST] [HEADING=2][COLOR=rgb(65, 168, 95)]Enhanced Success[/COLOR][/HEADING] [COLOR=rgb(65, 168, 95)]A roll of a [B]natural 20[/B] that is a success, becomes an enhanced success. The DM will describe an opportunity to gain an added benefit.[/COLOR] [HEADING=2][COLOR=rgb(65, 168, 95)]Repeat Attempts[/COLOR][/HEADING] [COLOR=rgb(65, 168, 95)]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.[/COLOR] [B]Examples [/B]when parity is [B]odd[/B]: 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). [B]Examples [/B]when parity is [B]even[/B]: 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? [[B]EDIT [/B]Added 'enhanced success' based on feedback. Also improved example, and identified need for guidance on complications.] [[B]2nd EDIT[/B] Tweak of text to make it that the parity check is on [B]roll[/B], not result.] [[B]3rd EDIT[/B] To respond to a criticism regarding possible static outcomes.] [[B]4th EDIT[/B] Improve the possible outcomes using the language of hard and soft moves, and provide what I hope are better examples.] [/QUOTE]
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