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General Tabletop Discussion
*Dungeons & Dragons
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: 8276873" data-attributes="member: 29398"><p>In the metagame, perhaps. From the character's point of view - and she's the one trying this action - she does the best she can at that time and in that situation; and that's what the one roll is modelling for me.</p><p></p><p>Again, only in the metagame. Your character can't see your dice.</p><p></p><p>Which is good. A lot of this whole issue regarding fail-forward etc. seems to revolve around difficulty mitigation and-or removal of obstacles; things which IMO 5e already does more than enough of.</p><p></p><p>When you say "DCs aren't out in the wild", I kind of disagree in that any given thing e.g. a lock is going to present the same difficulty whether or not someone is trying to pick it at the time. Put another way, the lock always has a DC to pick.</p><p></p><p>There's no such thing as "no consequence for failure", though, as gaining the knowledge that you can't do something is still a consequence; as is the fact that either something else now must be tried or the goal of passing the obstacle must be abandoned.</p><p></p><p>Might I ask why you avoid the bolded bit? I far prefer a sliding-scale type of resolution to straight-up pass-fail, when it's possible.</p><p></p><p>I do, in that it seems far more believable than always being able to give your best-ever shot at something. Also, it's not "your first <strong>try</strong> represents your best attempt" but rather "your first <strong>roll </strong>represents your best attempt", in that you're concatenating what might in the fiction be a series of tries or attempts into one roll.</p><p></p><p>Odd: we agree on Take-20 but probably come from opposite directions to do so. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Lanefan, post: 8276873, member: 29398"] In the metagame, perhaps. From the character's point of view - and she's the one trying this action - she does the best she can at that time and in that situation; and that's what the one roll is modelling for me. Again, only in the metagame. Your character can't see your dice. Which is good. A lot of this whole issue regarding fail-forward etc. seems to revolve around difficulty mitigation and-or removal of obstacles; things which IMO 5e already does more than enough of. When you say "DCs aren't out in the wild", I kind of disagree in that any given thing e.g. a lock is going to present the same difficulty whether or not someone is trying to pick it at the time. Put another way, the lock always has a DC to pick. There's no such thing as "no consequence for failure", though, as gaining the knowledge that you can't do something is still a consequence; as is the fact that either something else now must be tried or the goal of passing the obstacle must be abandoned. Might I ask why you avoid the bolded bit? I far prefer a sliding-scale type of resolution to straight-up pass-fail, when it's possible. I do, in that it seems far more believable than always being able to give your best-ever shot at something. Also, it's not "your first [B]try[/B] represents your best attempt" but rather "your first [B]roll [/B]represents your best attempt", in that you're concatenating what might in the fiction be a series of tries or attempts into one roll. Odd: we agree on Take-20 but probably come from opposite directions to do so. :) [/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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