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Consequences of Failure
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<blockquote data-quote="Guest 6801328" data-source="post: 7806995"><p>To assess "toward" and "away" you have to compare success and failure to each other AND to not attempting the action that requires the roll. Presumably the reason they want to jump over the pit in order to get somewhere. If they successfully jump it then they have moved closer to their goal than if they stood there refusing to jump. </p><p></p><p>Now, it may also be that if they fall in they are still better off, because taking some damage then climbing out the other side may still be better than not getting over the pit at all. (It depends on why they are trying to get over the pit and how important that is.) In that case even though there's a consequence to failure, it's still a no-brainer to try, which makes it an uninteresting choice. Right? If it's the only exit from the dungeon, then eventually everybody is going to try to make the jump, so they aren't really making a decision of whether to take the risk. The decision was made for them, and their only job is to roll dice. </p><p></p><p>If it's absolutely necessary to get over the pit, there should be other ways to accomplish it.</p><p></p><p></p><p></p><p>Sure, if you set it up that way. But why? It's basically, "Make an ability check. If you succeed you get a gem, if you fail you don't." Why would you NOT make an ability check? I don't think this makes for an interesting challenge or obstacle. (The acid test is to ask what would happen if you asked "Does anybody else want to try?" If everybody says, "Hell yes!" then I would say you haven't set up an interesting challenge.)</p></blockquote><p></p>
[QUOTE="Guest 6801328, post: 7806995"] To assess "toward" and "away" you have to compare success and failure to each other AND to not attempting the action that requires the roll. Presumably the reason they want to jump over the pit in order to get somewhere. If they successfully jump it then they have moved closer to their goal than if they stood there refusing to jump. Now, it may also be that if they fall in they are still better off, because taking some damage then climbing out the other side may still be better than not getting over the pit at all. (It depends on why they are trying to get over the pit and how important that is.) In that case even though there's a consequence to failure, it's still a no-brainer to try, which makes it an uninteresting choice. Right? If it's the only exit from the dungeon, then eventually everybody is going to try to make the jump, so they aren't really making a decision of whether to take the risk. The decision was made for them, and their only job is to roll dice. If it's absolutely necessary to get over the pit, there should be other ways to accomplish it. Sure, if you set it up that way. But why? It's basically, "Make an ability check. If you succeed you get a gem, if you fail you don't." Why would you NOT make an ability check? I don't think this makes for an interesting challenge or obstacle. (The acid test is to ask what would happen if you asked "Does anybody else want to try?" If everybody says, "Hell yes!" then I would say you haven't set up an interesting challenge.) [/QUOTE]
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