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General Tabletop Discussion
*Dungeons & Dragons
Assaying alternative rules for Success at a Cost and Degrees of Failure
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<blockquote data-quote="Fanaelialae" data-source="post: 8323480" data-attributes="member: 53980"><p>It's not really a fail forward system (unless I missed something). If you roll below the DC you still fail, it's just that if the roll is odd you also get a complication.</p><p></p><p>Fail forward would be to allow the failure to be a success, for the price of a complication. For example, you fail the DC to pick the lock but rather than failing outright (and being unable to pass the door) you instead succeed at picking the lock just as an enemy patrol spots you (which wouldn't have happened had you actually passed the DC).</p><p></p><p>Something like masterwork picks doesn't really help. Okay, you dropped your masterwork pick in a crack and it fell to who knows where. Now you're out even more gold than you would have been with a regular set of tools. But moreover, it's that using those kinds of complications regularly isn't ideal IMO. It can easily get silly. It's certainly not how I've ever seen PbtA games run. Ideally, IMO, you want to have the flexibility to run it as a disassociated mechanic (you roll a complication doing X and unrelated thing Y happens!). However, that can be a tough pill to swallow for some D&D groups, because D&D doesn't work this way normally so it can feel like the DM is cheating and making stuff up to make your life harder. Which is exactly how a PbtA game is supposed to run, but a player who is only familiar with D&D isn't going to know that.</p></blockquote><p></p>
[QUOTE="Fanaelialae, post: 8323480, member: 53980"] It's not really a fail forward system (unless I missed something). If you roll below the DC you still fail, it's just that if the roll is odd you also get a complication. Fail forward would be to allow the failure to be a success, for the price of a complication. For example, you fail the DC to pick the lock but rather than failing outright (and being unable to pass the door) you instead succeed at picking the lock just as an enemy patrol spots you (which wouldn't have happened had you actually passed the DC). Something like masterwork picks doesn't really help. Okay, you dropped your masterwork pick in a crack and it fell to who knows where. Now you're out even more gold than you would have been with a regular set of tools. But moreover, it's that using those kinds of complications regularly isn't ideal IMO. It can easily get silly. It's certainly not how I've ever seen PbtA games run. Ideally, IMO, you want to have the flexibility to run it as a disassociated mechanic (you roll a complication doing X and unrelated thing Y happens!). However, that can be a tough pill to swallow for some D&D groups, because D&D doesn't work this way normally so it can feel like the DM is cheating and making stuff up to make your life harder. Which is exactly how a PbtA game is supposed to run, but a player who is only familiar with D&D isn't going to know that. [/QUOTE]
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Assaying alternative rules for Success at a Cost and Degrees of Failure
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