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Can you retry a failed skill check? How long?
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<blockquote data-quote="Paraxis" data-source="post: 6370693" data-attributes="member: 13009"><p>So it looks like we have 3 different camps on this.</p><p></p><p>1. Only roll if failure causes another negative effect, so repeating the roll is mostly pointless, you failed to pick the lock in time so the troll caught up to you, or you failed to pick the lock and the guards on the other side are alerted.</p><p></p><p>2. Allow only one check, the door is locked, the rogue tries to pick it and fails, he can't try again. So now the mage tries, then the cleric, then the fighter, if they all fail to pick the lock they all now stand in a conga line to try and smash down the door finally the wizard gets lucks and breaks the door down. This was all done for no real reason and took 30 minutes of time at the table and just upset everyone ohh and everyone laughs at the fighter for being weaker than the wizard.</p><p></p><p>3. Allow unlimited checks, the rogue just uses up time in game and in the real world waiting for the die roll to get to be lucky enough. What was the point of rolling again?</p><p></p><p>Obviously I think the first way is the best, I don't see how there could ever be a problem with it and see glaring issues with the other ways.</p><p></p><p>So roll only when it matters to the story, don't just put boring locks and walls in your adventure in the first place, and have failing the roll mean something.</p></blockquote><p></p>
[QUOTE="Paraxis, post: 6370693, member: 13009"] So it looks like we have 3 different camps on this. 1. Only roll if failure causes another negative effect, so repeating the roll is mostly pointless, you failed to pick the lock in time so the troll caught up to you, or you failed to pick the lock and the guards on the other side are alerted. 2. Allow only one check, the door is locked, the rogue tries to pick it and fails, he can't try again. So now the mage tries, then the cleric, then the fighter, if they all fail to pick the lock they all now stand in a conga line to try and smash down the door finally the wizard gets lucks and breaks the door down. This was all done for no real reason and took 30 minutes of time at the table and just upset everyone ohh and everyone laughs at the fighter for being weaker than the wizard. 3. Allow unlimited checks, the rogue just uses up time in game and in the real world waiting for the die roll to get to be lucky enough. What was the point of rolling again? Obviously I think the first way is the best, I don't see how there could ever be a problem with it and see glaring issues with the other ways. So roll only when it matters to the story, don't just put boring locks and walls in your adventure in the first place, and have failing the roll mean something. [/QUOTE]
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Can you retry a failed skill check? How long?
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