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Consequences of Failure
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<blockquote data-quote="Oofta" data-source="post: 7796501" data-attributes="member: 6801845"><p>Short answer: the cost of failing a check is frequently that it just doesn't work. A rogue trying to sneak past the dragon* may be noticed. That's penalty enough.</p><p></p><p>But there are several philosophical issues I have with this question for multiple reason. Basically you are assuming that that there must be "a significant failure" or that someone who doesn't play that way is playing wrong. This edition is all about flexibility and finding a style that works for you and your group.</p><p></p><p>Let's look at what the DMG actually says</p><p></p><p style="margin-left: 20px">Using Ability Scores</p> <p style="margin-left: 20px">When a player wants to do something, it’s often appropriate to let the attempt succeed without a roll or a reference to the character’s ability scores. <strong>For example, a character doesn’t normally need to make a Dexterity check to walk across an empty room or a Charisma check to order a mug of ale. </strong>Only call for a roll if there is a meaningful consequence for failure.</p><p></p><p>The "meaningful consequence of failure" is obviously referring to the section I bolded. If that's not clear, they go on to further clarify what they're talking about. </p><p></p><p style="margin-left: 20px">When deciding whether to use a roll, ask yourself two questions:</p> <ul style="margin-left: 20px"> <li data-xf-list-type="ul">Is a task so easy and so free of conflict and stress that there should be no chance of failure?</li> <li data-xf-list-type="ul">Is a task so inappropriate or impossible — such as hitting the moon with an arrow — that it can’t work?</li> </ul><p></p><p>There is no mention whatsoever of consequences. The first paragraph is just talking about the task being so easy that you automatically succeed.</p><p></p><p><em>*How do you do that if you don't call for a stealth check? </em></p></blockquote><p></p>
[QUOTE="Oofta, post: 7796501, member: 6801845"] Short answer: the cost of failing a check is frequently that it just doesn't work. A rogue trying to sneak past the dragon* may be noticed. That's penalty enough. But there are several philosophical issues I have with this question for multiple reason. Basically you are assuming that that there must be "a significant failure" or that someone who doesn't play that way is playing wrong. This edition is all about flexibility and finding a style that works for you and your group. Let's look at what the DMG actually says [INDENT]Using Ability Scores[/INDENT] [INDENT]When a player wants to do something, it’s often appropriate to let the attempt succeed without a roll or a reference to the character’s ability scores. [B]For example, a character doesn’t normally need to make a Dexterity check to walk across an empty room or a Charisma check to order a mug of ale. [/B]Only call for a roll if there is a meaningful consequence for failure.[/INDENT] The "meaningful consequence of failure" is obviously referring to the section I bolded. If that's not clear, they go on to further clarify what they're talking about. [INDENT]When deciding whether to use a roll, ask yourself two questions:[/INDENT] [INDENT][LIST] [*]Is a task so easy and so free of conflict and stress that there should be no chance of failure? [*]Is a task so inappropriate or impossible — such as hitting the moon with an arrow — that it can’t work? [/LIST][/INDENT] There is no mention whatsoever of consequences. The first paragraph is just talking about the task being so easy that you automatically succeed. [I]*How do you do that if you don't call for a stealth check? [/I] [/QUOTE]
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