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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="Charlaquin" data-source="post: 8277966" data-attributes="member: 6779196"><p>I believe gameplay and narrative are both important and each should serve the other to the best of their ability.</p><p></p><p>Obviously they’re never going to be 1:1, but that doesn’t mean ludonarrative harmony isn’t worth pursuing.</p><p></p><p>For the fiction to reflect the roll result, a roll of a 2 must necessarily reflect 10% of what the character is potentially capable of. Obviously the PCs don’t always act to the best of their ability, that’s (part of) the reason we roll dice when an action has a possibility of success, a possibility of failure, and a cost or consequence for failure.</p><p></p><p>Whether it’s logical is of little consequence compared to whether creates enjoyable gameplay. Now, what’s enjoyable will of course vary from person to person, but most people don’t enjoy the game grinding to a halt. If you do, knock yourself out.</p><p></p><p>I’m glad you had a good time doing that, but it sounds <em>painfully</em> boring to me.</p><p></p><p>That’s not what difficulty means.</p><p></p><p>A task requires both a goal (what you’re trying to do) and an approach (how you’re trying to do it). Picking a lock, breaking a door down, using a key, casting knock, and shouting at the door are all approaches to the same goal, therefore they are all different tasks. That was precisely my point - picking a lock was a poor example to use in support of your position that DCs should exist “in the wild” independently of character actions. The lock doesn’t have a static DC to pick it floating there, an attempt to open the lock by picking it is resolved with a check, which has a DC. That DC may vary based on circumstances and the particular approach being taken.</p><p></p><p>Yes there is, it’s boring. Maybe not for you, but for most players.</p><p></p><p>Gameplay can and does come to a halt when a failed check results in the inability to progress. It can of course be started back up again, but it does stall. And in my experience. most players don’t care for that. I certainly don’t.</p><p></p><p>But do your players care? I can tell you, if my players regularly had to take all night to get a door open, nobody would ever come back. And I wouldn’t blame them. There’s a million other, far more interesting things that they could be doing with their time than spending 4-8 hours thinking of ways to open an imaginary door.</p><p></p><p>Not at all. Again, it’s not about difficulty for me, and I don’t set DCs independently of actions with uncertain outcomes and meaningful stakes.</p><p></p><p>Once again, you’re describing a task that has a consequence for <em>failure</em> and no consequence for success. I’m asking for an example of the opposite.</p><p></p><p>EDIT: Though I see now that I mistyped initially, so that’s an understandable mistake.</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 8277966, member: 6779196"] I believe gameplay and narrative are both important and each should serve the other to the best of their ability. Obviously they’re never going to be 1:1, but that doesn’t mean ludonarrative harmony isn’t worth pursuing. For the fiction to reflect the roll result, a roll of a 2 must necessarily reflect 10% of what the character is potentially capable of. Obviously the PCs don’t always act to the best of their ability, that’s (part of) the reason we roll dice when an action has a possibility of success, a possibility of failure, and a cost or consequence for failure. Whether it’s logical is of little consequence compared to whether creates enjoyable gameplay. Now, what’s enjoyable will of course vary from person to person, but most people don’t enjoy the game grinding to a halt. If you do, knock yourself out. I’m glad you had a good time doing that, but it sounds [I]painfully[/I] boring to me. That’s not what difficulty means. A task requires both a goal (what you’re trying to do) and an approach (how you’re trying to do it). Picking a lock, breaking a door down, using a key, casting knock, and shouting at the door are all approaches to the same goal, therefore they are all different tasks. That was precisely my point - picking a lock was a poor example to use in support of your position that DCs should exist “in the wild” independently of character actions. The lock doesn’t have a static DC to pick it floating there, an attempt to open the lock by picking it is resolved with a check, which has a DC. That DC may vary based on circumstances and the particular approach being taken. Yes there is, it’s boring. Maybe not for you, but for most players. Gameplay can and does come to a halt when a failed check results in the inability to progress. It can of course be started back up again, but it does stall. And in my experience. most players don’t care for that. I certainly don’t. But do your players care? I can tell you, if my players regularly had to take all night to get a door open, nobody would ever come back. And I wouldn’t blame them. There’s a million other, far more interesting things that they could be doing with their time than spending 4-8 hours thinking of ways to open an imaginary door. Not at all. Again, it’s not about difficulty for me, and I don’t set DCs independently of actions with uncertain outcomes and meaningful stakes. Once again, you’re describing a task that has a consequence for [I]failure[/I] and no consequence for success. I’m asking for an example of the opposite. EDIT: Though I see now that I mistyped initially, so that’s an understandable mistake. [/QUOTE]
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