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Can you retry a failed skill check? How long?
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<blockquote data-quote="drjones" data-source="post: 6370455" data-attributes="member: 62944"><p>For a climb, a failure is a fall which if you were high up and did not take significant precautions can be dangerous but feel free to get back on the wall immediately.</p><p></p><p>But for a door I am not so sure. If you just reroll every lock pick then you might as well not roll at all. I will usually make them wait a bit before retrying unless they come up with a new idea to bypass the obstacle. It's one reason that a good dungeon should not be blocked by an obstacle with only one solution, or if it is put some threat on the players side that makes them want to get through quickly. Monsters coming! You triggered the alarm! The floor is made of piranhas!</p><p></p><p>Traps, I make some hurt the disarmer if they don't get it right. Others might jam on a failure (so the flames blast continuously now) or they can just keep retrying. Not knowing makes it a little exciting at least. But in the design I try to assume the most likely outcomes and prep something for them.</p><p></p><p>But none of that is official, I assume the DMG will have some advice on it.</p></blockquote><p></p>
[QUOTE="drjones, post: 6370455, member: 62944"] For a climb, a failure is a fall which if you were high up and did not take significant precautions can be dangerous but feel free to get back on the wall immediately. But for a door I am not so sure. If you just reroll every lock pick then you might as well not roll at all. I will usually make them wait a bit before retrying unless they come up with a new idea to bypass the obstacle. It's one reason that a good dungeon should not be blocked by an obstacle with only one solution, or if it is put some threat on the players side that makes them want to get through quickly. Monsters coming! You triggered the alarm! The floor is made of piranhas! Traps, I make some hurt the disarmer if they don't get it right. Others might jam on a failure (so the flames blast continuously now) or they can just keep retrying. Not knowing makes it a little exciting at least. But in the design I try to assume the most likely outcomes and prep something for them. But none of that is official, I assume the DMG will have some advice on it. [/QUOTE]
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