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Do you use the Success w/ Complication Module in the DMG or Fail Forward in the Basic PDF
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<blockquote data-quote="Lanefan" data-source="post: 8276476" data-attributes="member: 29398"><p>Different perspective. You say the 2 means there's a 90% chance you could have done better but I say the 2 means that for some reason this particular lock has you stumped and that the farthest you're going to get with it is nowhere: you could <strong>not</strong> have done better in this instance as the 2 represents the best you're gonna get. No re-rolls.</p><p></p><p>And yes, this makes things more difficult in general for the PCs by in effect lowering their odds of success at any given moment. I'm more than fine with that.</p><p></p><p>I disagree that it's best DMing practice to compare the best a character could <strong>ever</strong> do (i.e. a roll of 20) with a situation's difficulty and just say either straight yes or straight no. That makes it purely binary, where in reality there'd be many more factors. Some days you just ain't got it. Sometimes something that in theory should be in your pay grade is still beyond you. Flip side: some days you're really rocking and pull off that best-ever move, beating something that most of the time would defeat you.</p><p></p><p>20 isn't the norm. It's the exception. 10 is the norm, and Take-10 - while boring - is a mechanic I can thus live with.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 8276476, member: 29398"] Different perspective. You say the 2 means there's a 90% chance you could have done better but I say the 2 means that for some reason this particular lock has you stumped and that the farthest you're going to get with it is nowhere: you could [B]not[/B] have done better in this instance as the 2 represents the best you're gonna get. No re-rolls. And yes, this makes things more difficult in general for the PCs by in effect lowering their odds of success at any given moment. I'm more than fine with that. I disagree that it's best DMing practice to compare the best a character could [B]ever[/B] do (i.e. a roll of 20) with a situation's difficulty and just say either straight yes or straight no. That makes it purely binary, where in reality there'd be many more factors. Some days you just ain't got it. Sometimes something that in theory should be in your pay grade is still beyond you. Flip side: some days you're really rocking and pull off that best-ever move, beating something that most of the time would defeat you. 20 isn't the norm. It's the exception. 10 is the norm, and Take-10 - while boring - is a mechanic I can thus live with. [/QUOTE]
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Do you use the Success w/ Complication Module in the DMG or Fail Forward in the Basic PDF
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