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Boons and Setbacks in 5e
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<blockquote data-quote="Kabouter Games" data-source="post: 7060667" data-attributes="member: 6788812"><p>I like this idea and use parts of it at my table. </p><p></p><p>I don't like the added effects in combat. The combat system works very well as it is, and I don't think it's wise to throw a spanner into it. Your combat boons, for example, are very, very powerful, and duplicate sought-after powers. </p><p></p><p>But I adore the idea of boons. Like many people, I reward crits on skill checks with what I guess you could call boons. For example, if a character crits a roll to pick a lock, she gets advantage on the next roll she makes to pick a lock. </p><p></p><p>I also use "near miss" mechanics to liven things up, in combat and out, which amounts to your "success with setback." Since rolling the target number is a success, I don't use that part of your mechanic. I use a miss by one. </p><p></p><p>If the above rogue misses the DC to pick a lock by 1, I'll say she picked the lock but broke one of her thieve's tools, which equates to disadvantage to further checks to use those tools until she can repair or replace them. </p><p></p><p>Of course this must be tempered with some thought. You don't want the setback to be too severe. If they're three weeks from civilization, and on level two of a five-level dungeon, replacing the tools is impossible. So it's fair to rule that she can repair the tool during the next short rest. If they're in a town, I'd rule that no further use of the tools is possible until the broken part is replaced, because it's not only easy, it presents an awesome opportunity for a side quest or at least a bit of role-playing.</p><p></p><p>I don't much like the idea of significant setbacks, either, not to the characters. </p><p></p><p>Taken from my <a href="http://www.dmsguild.com/product/190786/You-Can-Try--Tips-on-becoming-a-better-DM" target="_blank">monograph on DMs Guild chock full of advice for DMs</a>:</p><p></p><p>People talk about game balance all the time. It’s true: Rules need to be balanced. That rule holds for critical success and critical failure. If a natural 20 is OMGTOTALLYRAD, a natural 1 should suck. The trouble, as such eminent designers as Monte Cook point out, is that fumbles make players feel bad. That’s not a good thing, by and large. But it has its moments.</p><p></p><p>Failure should never suck so much that characters look bad or players feel stupid. Some DMs think that botches should result only in a harmful effect, but that should be avoided. We’re playing a game that’s supposed to be about thrilling heroics. Every gamer who’s had botch mechanics at her table has a story about the PC who got killed because someone fired into melee and botched. Or a valued piece of gear breaks, like the Ranger above, when he rolls a 1, his +1 longbow breaks. That is stupid. No hero should screw the pooch that badly, and RPGs like D&D are all about thrilling heroics. We want James Bond, not Mr Bean. </p><p></p><p>D&D is a game which needs story to work. Every story has a certain anatomy, part of which is that the protagonist encounters setbacks and roadblocks. Overcoming failure is part of the story’s drama. Without drama, the story is uninteresting. So use the botch to ramp up the drama.</p><p></p><p>Let’s say the party is in the boss fight for this part of the adventure, and the boss is on the ropes. The Ranger rolls a natural 1 on a longbow shot. Rather than something happening which makes the character look like a dope, go for something different which, while mechanical failure, ratchets up the tension. Like this: The arrow hits an oil lamp on the wall behind the goblin king. The lamp explodes, splashing burning oil all over the place. Which sets alight his throne and the curtains behind it. Which quickly spreads to the filthy rushes which cover the floor of the room. Suddenly the Goblin King’s throne room is filled with thick, choking smoke, enraged and/or terrified goblins, and – did I mention this? – FIRE. You’ve got goblins that get some benefit (maybe advantage on attack rolls or temporary HP like a Barbarian’s rage), or the PCs need to make CON saves for the smoke, or whatever. The bits on fire become terrain obstacles, like entering squares on fire mean a Dexterity saving throw or 5 HP fire damage. The important thing is an unexpected bad thing happened that didn’t automatically kill or harm any of the PCs or their gear, but did ramp up the drama.</p><p></p><p>See what I mean?</p><p></p><p>Cheers,</p><p></p><p>Bob</p><p></p><p><a href="http://www.r-p-davis.com" target="_blank">www.r-p-davis.com</a></p></blockquote><p></p>
[QUOTE="Kabouter Games, post: 7060667, member: 6788812"] I like this idea and use parts of it at my table. I don't like the added effects in combat. The combat system works very well as it is, and I don't think it's wise to throw a spanner into it. Your combat boons, for example, are very, very powerful, and duplicate sought-after powers. But I adore the idea of boons. Like many people, I reward crits on skill checks with what I guess you could call boons. For example, if a character crits a roll to pick a lock, she gets advantage on the next roll she makes to pick a lock. I also use "near miss" mechanics to liven things up, in combat and out, which amounts to your "success with setback." Since rolling the target number is a success, I don't use that part of your mechanic. I use a miss by one. If the above rogue misses the DC to pick a lock by 1, I'll say she picked the lock but broke one of her thieve's tools, which equates to disadvantage to further checks to use those tools until she can repair or replace them. Of course this must be tempered with some thought. You don't want the setback to be too severe. If they're three weeks from civilization, and on level two of a five-level dungeon, replacing the tools is impossible. So it's fair to rule that she can repair the tool during the next short rest. If they're in a town, I'd rule that no further use of the tools is possible until the broken part is replaced, because it's not only easy, it presents an awesome opportunity for a side quest or at least a bit of role-playing. I don't much like the idea of significant setbacks, either, not to the characters. Taken from my [URL="http://www.dmsguild.com/product/190786/You-Can-Try--Tips-on-becoming-a-better-DM"]monograph on DMs Guild chock full of advice for DMs[/URL]: People talk about game balance all the time. It’s true: Rules need to be balanced. That rule holds for critical success and critical failure. If a natural 20 is OMGTOTALLYRAD, a natural 1 should suck. The trouble, as such eminent designers as Monte Cook point out, is that fumbles make players feel bad. That’s not a good thing, by and large. But it has its moments. Failure should never suck so much that characters look bad or players feel stupid. Some DMs think that botches should result only in a harmful effect, but that should be avoided. We’re playing a game that’s supposed to be about thrilling heroics. Every gamer who’s had botch mechanics at her table has a story about the PC who got killed because someone fired into melee and botched. Or a valued piece of gear breaks, like the Ranger above, when he rolls a 1, his +1 longbow breaks. That is stupid. No hero should screw the pooch that badly, and RPGs like D&D are all about thrilling heroics. We want James Bond, not Mr Bean. D&D is a game which needs story to work. Every story has a certain anatomy, part of which is that the protagonist encounters setbacks and roadblocks. Overcoming failure is part of the story’s drama. Without drama, the story is uninteresting. So use the botch to ramp up the drama. Let’s say the party is in the boss fight for this part of the adventure, and the boss is on the ropes. The Ranger rolls a natural 1 on a longbow shot. Rather than something happening which makes the character look like a dope, go for something different which, while mechanical failure, ratchets up the tension. Like this: The arrow hits an oil lamp on the wall behind the goblin king. The lamp explodes, splashing burning oil all over the place. Which sets alight his throne and the curtains behind it. Which quickly spreads to the filthy rushes which cover the floor of the room. Suddenly the Goblin King’s throne room is filled with thick, choking smoke, enraged and/or terrified goblins, and – did I mention this? – FIRE. You’ve got goblins that get some benefit (maybe advantage on attack rolls or temporary HP like a Barbarian’s rage), or the PCs need to make CON saves for the smoke, or whatever. The bits on fire become terrain obstacles, like entering squares on fire mean a Dexterity saving throw or 5 HP fire damage. The important thing is an unexpected bad thing happened that didn’t automatically kill or harm any of the PCs or their gear, but did ramp up the drama. See what I mean? Cheers, Bob [url]www.r-p-davis.com[/url] [/QUOTE]
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