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Can you retry a failed skill check? How long?
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<blockquote data-quote="Manbearcat" data-source="post: 6370781" data-attributes="member: 6696971"><p>This is why I prefer conflict resolution systems now and pretty much universally avoid (process simulating) task resolution systems. "Fail and something interesting <strong><em>always </em></strong>happens (specifically related to the stakes or the overarching goal) to fill the PCs lives with adventure and conflict" (possibly or likely unrelated to the process of the task) is awesome. I think the base DCs are supposed to be 10, 15, 20? So long as the system/PC-build math holds together, they could create a Dungeon Worldesque conflict resolution module whereby on a 10 or less, * GMs invoke something severe as an immediate complication or something ominous lurks or is portended. ** An 11-15 means success with complications (a hard choice or some kind of fallout despite more or less accomplishing your goal, and *** 16+ means you get the job done, no questions asked.</p><p></p><p>Fail to pick a lock when trying to infiltrate the Duke's manor and seize incriminating documents:</p><p></p><p>* The door opens easily as you attempt to unlock it...a guard is dead in his own pooling blood on the floor just inside the chamber. When you enter, two shadowy figures throw daggers your way while a third slips out the window with the documents you seek!</p><p></p><p>or</p><p></p><p>** The sounds of the machinery of the pin tumbler lock are as thunder to your ears as you pick it, clearly a clever intent by the designer. You can almost hear it over the sounds of the dice-playing guards you bypassed on your way here. As you feel the lock give way, a voice behind you "did you hear that?..."</p><p></p><p>or</p><p></p><p>*** You're greased lightning. The lock melts away from the door with your adept quickness and care. There isn't a sound from the room beyond and you can see the torchlight on the wall within is undisturbed by any nearby motion.</p><p></p><p>Slightly more compelling gameplay than:</p><p></p><p>"I pick the lock."</p><p></p><p>"You fail."</p><p></p><p>"I try again...crap...ok, again...and again...4th times a charm?..."</p><p></p><p>"...oh hell you pass or just take 20...moving on..."</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 6370781, member: 6696971"] This is why I prefer conflict resolution systems now and pretty much universally avoid (process simulating) task resolution systems. "Fail and something interesting [B][I]always [/I][/B]happens (specifically related to the stakes or the overarching goal) to fill the PCs lives with adventure and conflict" (possibly or likely unrelated to the process of the task) is awesome. I think the base DCs are supposed to be 10, 15, 20? So long as the system/PC-build math holds together, they could create a Dungeon Worldesque conflict resolution module whereby on a 10 or less, * GMs invoke something severe as an immediate complication or something ominous lurks or is portended. ** An 11-15 means success with complications (a hard choice or some kind of fallout despite more or less accomplishing your goal, and *** 16+ means you get the job done, no questions asked. Fail to pick a lock when trying to infiltrate the Duke's manor and seize incriminating documents: * The door opens easily as you attempt to unlock it...a guard is dead in his own pooling blood on the floor just inside the chamber. When you enter, two shadowy figures throw daggers your way while a third slips out the window with the documents you seek! or ** The sounds of the machinery of the pin tumbler lock are as thunder to your ears as you pick it, clearly a clever intent by the designer. You can almost hear it over the sounds of the dice-playing guards you bypassed on your way here. As you feel the lock give way, a voice behind you "did you hear that?..." or *** You're greased lightning. The lock melts away from the door with your adept quickness and care. There isn't a sound from the room beyond and you can see the torchlight on the wall within is undisturbed by any nearby motion. Slightly more compelling gameplay than: "I pick the lock." "You fail." "I try again...crap...ok, again...and again...4th times a charm?..." "...oh hell you pass or just take 20...moving on..." [/QUOTE]
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Can you retry a failed skill check? How long?
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