Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Consequences of Failure
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Celebrim" data-source="post: 7797492" data-attributes="member: 4937"><p>So much of your problems seem to be related to your other decision that players should always have perfect information, or specifically that all rolls should be rolled in the clear. So much of your confusion goes away if we assume that if in the fiction your character lacks perfect information about his performance, that the DM should be rolling the dice and not the player. </p><p></p><p>But even if we didn't, your question is bewildering.</p><p></p><p>As for your question:</p><p>a) How does your character know that the got it wrong? If your basis of knowing that the character got it wrong is metagame information, and also the system assumes rolls in the clear what is wrong with the system being written in such a manner that it forbids the player from being able to act on that information. In other words, why would it be wrong or surprising that a system that assumes rolls in the clear forces you to accept the consequences of the dice roll?</p><p>b) How do you the player know that 22 is good enough? Most checks of this sort are against some target based on the NPC's skills of observation, whether against a passive DC or an opposed check. So as a player you still don't know if a 22 is going to be good enough.</p><p>c) In character, on what basis would your character have to judge a good forgery from a bad? But if your character had some basis, I probably would allow you to keep retrying until you got it right. If your character had some strong basis of telling a good forgery from bad, what in fiction would prevent a character from trying 20 or 100 times and choosing from the results the one that was, on the basis he had, the best forgery? Of course, there might be ancillary costs in making 100 copies, but in the real world forgers often do make numerous attempts to forge a document and keep the most perfect one. So why does this 'trying until I got it right' process present a problem for you provided that there was an in game rather than metagame basis?</p></blockquote><p></p>
[QUOTE="Celebrim, post: 7797492, member: 4937"] So much of your problems seem to be related to your other decision that players should always have perfect information, or specifically that all rolls should be rolled in the clear. So much of your confusion goes away if we assume that if in the fiction your character lacks perfect information about his performance, that the DM should be rolling the dice and not the player. But even if we didn't, your question is bewildering. As for your question: a) How does your character know that the got it wrong? If your basis of knowing that the character got it wrong is metagame information, and also the system assumes rolls in the clear what is wrong with the system being written in such a manner that it forbids the player from being able to act on that information. In other words, why would it be wrong or surprising that a system that assumes rolls in the clear forces you to accept the consequences of the dice roll? b) How do you the player know that 22 is good enough? Most checks of this sort are against some target based on the NPC's skills of observation, whether against a passive DC or an opposed check. So as a player you still don't know if a 22 is going to be good enough. c) In character, on what basis would your character have to judge a good forgery from a bad? But if your character had some basis, I probably would allow you to keep retrying until you got it right. If your character had some strong basis of telling a good forgery from bad, what in fiction would prevent a character from trying 20 or 100 times and choosing from the results the one that was, on the basis he had, the best forgery? Of course, there might be ancillary costs in making 100 copies, but in the real world forgers often do make numerous attempts to forge a document and keep the most perfect one. So why does this 'trying until I got it right' process present a problem for you provided that there was an in game rather than metagame basis? [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Consequences of Failure
Top