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General Tabletop Discussion
*Dungeons & Dragons
Can you retry a failed skill check? How long?
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<blockquote data-quote="Li Shenron" data-source="post: 9696847" data-attributes="member: 1465"><p>Nothing has changed over the last <em>51</em> years.</p><p></p><p></p><p>There is hardly anything RAW that makes sense after a large enough amount of scrutiny and reality checks. A game rule is supposed to be usable, not perfect, and realistic only up to a certain level, but as players keep looking purposefully at counter-examples to prove their point, no level is realistic enough for them.</p><p></p><p></p><p>What benefits to a game would rolling multiple times bring in such a case? Do you want a chance that you have to call the locksmith? If yes, then roll, once, with numbers chosen so that more or less the probability of failure suits your expectations. If no, don't roll, just <em>narrate </em>that this time you had to try many times.</p><p></p><p></p><p>I do not fully endorse "Take 10" or "passive skills" rules, they have the byproduct of making it not possible to do your best, and there are plenty of complications due to how different skills can work in different circumstances, so to me these rules don't improve the game but only complicate it with unnecessary discussions. The original 3e "Take 20" rule was more solid, as is something like "Reliable Talent" which sets a minimum default <em>after</em> rolling.</p><p></p><p></p><p>Maybe a usable compromise could be, that retries are possible but there <strong>will </strong>be a cost for failure. But this has to be a real cost, not a potential cost that maybe it won't matter at all. This is why I am skeptic of house rules on adding more time spent to each attempts, because sometimes times matters and some other times it really doesn't. </p><p></p><p></p><p>The fault is allowing the Thief to do something unreasonable in combat in the first place. But apparently we want the game to be both realistic and unrealistic in the same time, because out of combat we want the "lord of the rings" feeling of taking ages to do everything, and in combat we want the "mission impossible" feeling of doing many over the top stuff at once. The idea that a PC can disarm a trap or pick a lock in one turn during combat is because players want a WOW! factor, but then some interprete this as a sort of "law of nature" that to disarm a trap always takes 6 seconds by default in the world. </p><p></p><p>If you want more consistency, you can make different decisions depending on how complex the challenge is:</p><p></p><p>a) the trap/lock can be handled with a combat action and a dice roll (because under pressure), while out of combat success is automatic</p><p>b) the trap/lock cannot be handled under pressure (automatic failure), and required a dice roll out of combat</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 9696847, member: 1465"] Nothing has changed over the last [I]51[/I] years. There is hardly anything RAW that makes sense after a large enough amount of scrutiny and reality checks. A game rule is supposed to be usable, not perfect, and realistic only up to a certain level, but as players keep looking purposefully at counter-examples to prove their point, no level is realistic enough for them. What benefits to a game would rolling multiple times bring in such a case? Do you want a chance that you have to call the locksmith? If yes, then roll, once, with numbers chosen so that more or less the probability of failure suits your expectations. If no, don't roll, just [I]narrate [/I]that this time you had to try many times. I do not fully endorse "Take 10" or "passive skills" rules, they have the byproduct of making it not possible to do your best, and there are plenty of complications due to how different skills can work in different circumstances, so to me these rules don't improve the game but only complicate it with unnecessary discussions. The original 3e "Take 20" rule was more solid, as is something like "Reliable Talent" which sets a minimum default [I]after[/I] rolling. Maybe a usable compromise could be, that retries are possible but there [B]will [/B]be a cost for failure. But this has to be a real cost, not a potential cost that maybe it won't matter at all. This is why I am skeptic of house rules on adding more time spent to each attempts, because sometimes times matters and some other times it really doesn't. The fault is allowing the Thief to do something unreasonable in combat in the first place. But apparently we want the game to be both realistic and unrealistic in the same time, because out of combat we want the "lord of the rings" feeling of taking ages to do everything, and in combat we want the "mission impossible" feeling of doing many over the top stuff at once. The idea that a PC can disarm a trap or pick a lock in one turn during combat is because players want a WOW! factor, but then some interprete this as a sort of "law of nature" that to disarm a trap always takes 6 seconds by default in the world. If you want more consistency, you can make different decisions depending on how complex the challenge is: a) the trap/lock can be handled with a combat action and a dice roll (because under pressure), while out of combat success is automatic b) the trap/lock cannot be handled under pressure (automatic failure), and required a dice roll out of combat [/QUOTE]
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Can you retry a failed skill check? How long?
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