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Can you retry a failed skill check? How long?
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<blockquote data-quote="LostSoul" data-source="post: 6392923" data-attributes="member: 386"><p>That sounds like a nice, workable solution.</p><p></p><p></p><p></p><p>Two things:</p><p></p><p>1. I think trying to pick a lock in combat and trying to pick a lock out of combat are two different tasks. In combat you're basically jamming your picks in there and hoping it pops open. Out of combat you can take more time. Just because picking a lock is an action you can take in combat doesn't mean that it's the same action that you take when you try to pick a lock outside of combat.</p><p></p><p>Of course it's up to the DM to determine such things.</p><p></p><p>2. You can look at XP for killing monsters (or overcoming challenges, or whatever) as a proxy for adventuring. It's a simple way of tracking how much adventuring you're doing, one that doesn't rely on the DM to make difficult and/or arbitrary judgement calls (e.g. "10 XP per level for good roleplaying"). If you're killing monsters, you're probably picking locks, searching for traps/secret doors, praying to your god, mastering spells, etc. You may not be doing those things, but it would be a lot of bookkeeping to keep track of every lock picked and all the rest.</p><p></p><p>Not that I'm that fond of XP for killing monsters, but it has its merits.</p><p></p><p></p><p></p><p>You could, and that would work. I don't like the extra dice rolling. I find that it takes up too much time and reduces the tension of a single die roll.</p><p></p><p></p><p></p><p>I agree with what you're saying. I think I'm just approaching the issue from a different point of view. </p><p></p><p>I'd say that picking a lock takes 5-10 minutes (a good old fashioned Turn) and the single die roll represents all your progress and setbacks. If you fail then the lock has proven too tricky for you. I'd probably allow another attempt but this one would take up the rest of the hour (so no Short Rest for you), or whatever amount of time wandering monster checks work on.</p><p></p><p>That way you incorporate the game's use of time as a resource into the player's decision making. I like that sort of thing: "Well, you can try again, but I'm going to make a wandering monster check/you won't get a Short Rest."</p><p></p><p>Anyway, I hope you can see why someone might want to go with a "one roll, no retries" (or close to it) system.</p></blockquote><p></p>
[QUOTE="LostSoul, post: 6392923, member: 386"] That sounds like a nice, workable solution. Two things: 1. I think trying to pick a lock in combat and trying to pick a lock out of combat are two different tasks. In combat you're basically jamming your picks in there and hoping it pops open. Out of combat you can take more time. Just because picking a lock is an action you can take in combat doesn't mean that it's the same action that you take when you try to pick a lock outside of combat. Of course it's up to the DM to determine such things. 2. You can look at XP for killing monsters (or overcoming challenges, or whatever) as a proxy for adventuring. It's a simple way of tracking how much adventuring you're doing, one that doesn't rely on the DM to make difficult and/or arbitrary judgement calls (e.g. "10 XP per level for good roleplaying"). If you're killing monsters, you're probably picking locks, searching for traps/secret doors, praying to your god, mastering spells, etc. You may not be doing those things, but it would be a lot of bookkeeping to keep track of every lock picked and all the rest. Not that I'm that fond of XP for killing monsters, but it has its merits. You could, and that would work. I don't like the extra dice rolling. I find that it takes up too much time and reduces the tension of a single die roll. I agree with what you're saying. I think I'm just approaching the issue from a different point of view. I'd say that picking a lock takes 5-10 minutes (a good old fashioned Turn) and the single die roll represents all your progress and setbacks. If you fail then the lock has proven too tricky for you. I'd probably allow another attempt but this one would take up the rest of the hour (so no Short Rest for you), or whatever amount of time wandering monster checks work on. That way you incorporate the game's use of time as a resource into the player's decision making. I like that sort of thing: "Well, you can try again, but I'm going to make a wandering monster check/you won't get a Short Rest." Anyway, I hope you can see why someone might want to go with a "one roll, no retries" (or close to it) system. [/QUOTE]
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Can you retry a failed skill check? How long?
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