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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: 8324853" data-attributes="member: 71699"><p>Examples: I attempt to climb, fail and make no progress. Nothing bad happens. Nothing good happens. I stayed where I was. I am allowed to try again. I attempt to pick the lock, fail and make no progress. Ditto. One can say it takes time, and time is a cost where time is <em>relevantly</em> limited.</p><p></p><p>"Cost" was suggested simply as a broad label. Not getting into the room is a cost if I cannot retry, or if each try has a cost. If I can open the lock anyway, but have some added problem to deal with, that too is a cost. I'm surprised to hear that objection from you, due to our earlier conversation about failing forward.</p><p></p><p>On the other hand, a cost cannot be a requirement. If I must have a rope, albeit none is consumed in the attempt, there is no cost. One way to think about is is that costs will accumulate with repeated attempts. If costs won't accumulate - repeats are free - then there was no need to make a check in the first place. (Retracting the right to make further checks is a cost, whatever the cause of that retraction.)</p><p></p><p>So (PHB checks) must be corrected to:</p><p>1. Succeed</p><p>2. Fail and pay a cost (meaningful consequences <em>are</em> a "cost")</p><p></p><p>Or, if there is a <u>cost</u>:</p><p>1. pay the cost, and succeed</p><p>2. pay the cost and fail, and potentially suffer additional costs</p><p></p><p>Say I fall. The cost is reversed progress and damage. Say I make a tremendous clatter. The cost is that my clock suddenly runs down (if the attracted foes will be overwhelming) or I will be engaged by foes. An engagement risks consumption of resources - that is why it matters (to show that, imagine conversely that the engagement requires <em>zero </em>resources, then it is for colour only - fun, but not a cost.) Requirements are not costs, unless they are <em>consumed</em>.</p></blockquote><p></p>
[QUOTE="clearstream, post: 8324853, member: 71699"] Examples: I attempt to climb, fail and make no progress. Nothing bad happens. Nothing good happens. I stayed where I was. I am allowed to try again. I attempt to pick the lock, fail and make no progress. Ditto. One can say it takes time, and time is a cost where time is [I]relevantly[/I] limited. "Cost" was suggested simply as a broad label. Not getting into the room is a cost if I cannot retry, or if each try has a cost. If I can open the lock anyway, but have some added problem to deal with, that too is a cost. I'm surprised to hear that objection from you, due to our earlier conversation about failing forward. On the other hand, a cost cannot be a requirement. If I must have a rope, albeit none is consumed in the attempt, there is no cost. One way to think about is is that costs will accumulate with repeated attempts. If costs won't accumulate - repeats are free - then there was no need to make a check in the first place. (Retracting the right to make further checks is a cost, whatever the cause of that retraction.) So (PHB checks) must be corrected to: 1. Succeed 2. Fail and pay a cost (meaningful consequences [I]are[/I] a "cost") Or, if there is a [U]cost[/U]: 1. pay the cost, and succeed 2. pay the cost and fail, and potentially suffer additional costs Say I fall. The cost is reversed progress and damage. Say I make a tremendous clatter. The cost is that my clock suddenly runs down (if the attracted foes will be overwhelming) or I will be engaged by foes. An engagement risks consumption of resources - that is why it matters (to show that, imagine conversely that the engagement requires [I]zero [/I]resources, then it is for colour only - fun, but not a cost.) Requirements are not costs, unless they are [I]consumed[/I]. [/QUOTE]
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Assaying alternative rules for Success at a Cost and Degrees of Failure
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