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<blockquote data-quote="RFisher" data-source="post: 3586121" data-attributes="member: 3608"><p>Oh, & there's also this idea I've wanted to try. I think it was from Jonathan Tweet's web site:</p><p></p><p>A die roll determines whether the PC <em>would</em> succeed <em>if</em> he tried.</p><p></p><p>e.g.</p><p></p><p>(DC's & such are just pulled out of thin air. I'm going to admit to not being up on the 3.5e rules at the moment. So, don't look too closely at the details.)</p><p><strong>DM:</strong> The thief leaps from this roof to the next. It's a pretty long jump. DC 25. About 20 feet away, there's a wooden plank spanning the gap.</p><p><strong>Player:</strong> Let's see if I can jump the gap. (Rolls & fails.) Dang! I won't make the jump if I try it. I'll head towards the plank instead.</p><p><strong>DM:</strong> It'll be a DC 25 balance check to cross at a run. If you walk, make it 20. If you go slowly, you can get it down to a 15.</p><p><strong>Player:</strong> (Rolls a 23 on his balance check.) OK, I take it at a walk.</p><p></p><p>A failed roll might also cost some time. The PC balked & had to take a moment to consider rather than just acting immediately.</p><p></p><p>It could also be fun to give some kind of benison--XP, an "action point", or something--when a player chooses to take an action that the roll says will fail.</p></blockquote><p></p>
[QUOTE="RFisher, post: 3586121, member: 3608"] Oh, & there's also this idea I've wanted to try. I think it was from Jonathan Tweet's web site: A die roll determines whether the PC [i]would[/i] succeed [i]if[/i] he tried. e.g. (DC's & such are just pulled out of thin air. I'm going to admit to not being up on the 3.5e rules at the moment. So, don't look too closely at the details.) [b]DM:[/b] The thief leaps from this roof to the next. It's a pretty long jump. DC 25. About 20 feet away, there's a wooden plank spanning the gap. [b]Player:[/b] Let's see if I can jump the gap. (Rolls & fails.) Dang! I won't make the jump if I try it. I'll head towards the plank instead. [b]DM:[/b] It'll be a DC 25 balance check to cross at a run. If you walk, make it 20. If you go slowly, you can get it down to a 15. [b]Player:[/b] (Rolls a 23 on his balance check.) OK, I take it at a walk. A failed roll might also cost some time. The PC balked & had to take a moment to consider rather than just acting immediately. It could also be fun to give some kind of benison--XP, an "action point", or something--when a player chooses to take an action that the roll says will fail. [/QUOTE]
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