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Can you retry a failed skill check? How long?
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<blockquote data-quote="Cannyjiggit" data-source="post: 6391395" data-attributes="member: 6780231"><p>Apologies for resurrecting this thread, it came up whilst I was searching for something else and I realised no-one else posted anything like the system we generally use.</p><p></p><p>For something that requires a check, there is always a roll (assuming suitable tools are available if needed, e.g. lock picks). The difference comes when the roll is not an automatic success. There is often only one roll but if the task can be repeatedly attempted and there is no immediate time pressure, as most regular locks can, then the difference between the roll and the required DC is an indication of the amount of time it takes to get it right (our campaigns always have some sort of longer term time pressure such as the high level wizard being due back in 3 days). If there is an immediate pressure then rerolls happen in combat rounds.</p><p></p><p>This can even work on checks where only one roll is permissable such as the deception vs insight roll of the bard convincing the guard that the party are have been requested inside the palace. In this scenario, lets say our bard rolls a 6. She has total modifers of +6 though giving a 12. She has no idea how stupid or otherwise this guard might be and no idea how well or badly the DM might have rolled for him. If the DMs modified roll was a 5 then the guard would quickly agree with her and let the party in, if it was a 10 then it would take a few minutes before they got in but it would still be a success. Failures work in a similar way but the time is how long it takes the bard to realise she hasn't convinced the guard of her story and should make an escape (this part initially feels counter-intuitive but works well when the party are used to time based success or failure). If the DM rolled a 13 or 14, the bard quickly realises he hasn't fallen for it but if the guard was unusually wise and got a good roll, he could keep the bard talking for quite some time whilst he looks for backup to make sure the party don't get away or just to have some fun at their expense (if its a more friendly area/situation).</p></blockquote><p></p>
[QUOTE="Cannyjiggit, post: 6391395, member: 6780231"] Apologies for resurrecting this thread, it came up whilst I was searching for something else and I realised no-one else posted anything like the system we generally use. For something that requires a check, there is always a roll (assuming suitable tools are available if needed, e.g. lock picks). The difference comes when the roll is not an automatic success. There is often only one roll but if the task can be repeatedly attempted and there is no immediate time pressure, as most regular locks can, then the difference between the roll and the required DC is an indication of the amount of time it takes to get it right (our campaigns always have some sort of longer term time pressure such as the high level wizard being due back in 3 days). If there is an immediate pressure then rerolls happen in combat rounds. This can even work on checks where only one roll is permissable such as the deception vs insight roll of the bard convincing the guard that the party are have been requested inside the palace. In this scenario, lets say our bard rolls a 6. She has total modifers of +6 though giving a 12. She has no idea how stupid or otherwise this guard might be and no idea how well or badly the DM might have rolled for him. If the DMs modified roll was a 5 then the guard would quickly agree with her and let the party in, if it was a 10 then it would take a few minutes before they got in but it would still be a success. Failures work in a similar way but the time is how long it takes the bard to realise she hasn't convinced the guard of her story and should make an escape (this part initially feels counter-intuitive but works well when the party are used to time based success or failure). If the DM rolled a 13 or 14, the bard quickly realises he hasn't fallen for it but if the guard was unusually wise and got a good roll, he could keep the bard talking for quite some time whilst he looks for backup to make sure the party don't get away or just to have some fun at their expense (if its a more friendly area/situation). [/QUOTE]
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Can you retry a failed skill check? How long?
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