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Assaying alternative rules for Success at a Cost and Degrees of Failure
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<blockquote data-quote="Fanaelialae" data-source="post: 8324927" data-attributes="member: 53980"><p>That's true, the stake in this proposed system is equivalent to a half wager (in terms of risk analysis). However, risk analysis isn't the be all end all.</p><p></p><p>If you look at what the mechanic genuinely does, you see that on a failed even roll it <em>does nothing</em>.</p><p></p><p>It would be as if you and I were playing a hand of poker. You win the hand, but then we have to flip a coin to see whether you actually get to keep the pot, or whether we play a second hand to decide the outcome. If you keep winning and the coin flip keeps saying we play another hand, we might have to play a third, fourth, fifth, or even more hands. That's not fun or interesting. It's just stalling out the game and rendering the previous hands meaningless.</p><p></p><p>I could maybe see this having an application in very specific scenarios. You're already climbing and I want you to have both a chance of failing to make progress (because there are hobgoblin archers aiming at you) and a chance of falling. That said, I would either use the total result of the climb check to determine that, or ask for a second climb check if the first failed. The benefit of both of these is that, rather than being up to a coin toss, they both take into account the character's actual skill at climbing when determining whether they stall out or fall on a failed check.</p></blockquote><p></p>
[QUOTE="Fanaelialae, post: 8324927, member: 53980"] That's true, the stake in this proposed system is equivalent to a half wager (in terms of risk analysis). However, risk analysis isn't the be all end all. If you look at what the mechanic genuinely does, you see that on a failed even roll it [I]does nothing[/I]. It would be as if you and I were playing a hand of poker. You win the hand, but then we have to flip a coin to see whether you actually get to keep the pot, or whether we play a second hand to decide the outcome. If you keep winning and the coin flip keeps saying we play another hand, we might have to play a third, fourth, fifth, or even more hands. That's not fun or interesting. It's just stalling out the game and rendering the previous hands meaningless. I could maybe see this having an application in very specific scenarios. You're already climbing and I want you to have both a chance of failing to make progress (because there are hobgoblin archers aiming at you) and a chance of falling. That said, I would either use the total result of the climb check to determine that, or ask for a second climb check if the first failed. The benefit of both of these is that, rather than being up to a coin toss, they both take into account the character's actual skill at climbing when determining whether they stall out or fall on a failed check. [/QUOTE]
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Assaying alternative rules for Success at a Cost and Degrees of Failure
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