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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: 8280337" data-attributes="member: 6779196"><p>Emphasis added. So, seems to me like your motivation for your approach is that it’s easier for you as a DM, since it saves you from having to think of consequences for failed actions. That’s fair, I guess, but I have different priorities.</p><p></p><p><img class="smilie smilie--emoji" alt="😜" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61c.png" title="Winking face with tongue :stuck_out_tongue_winking_eye:" data-shortname=":stuck_out_tongue_winking_eye:" loading="lazy" width="64" height="64" /></p><p></p><p>And here we see a shining example of metagame-policing leading to boring gameplay.</p><p></p><p>I didn’t say it should be obvious. But, if the players reach the point where they feel like they have exhausted all of their options and have no inkling of how to proceed, that’s bad puzzle design. Puzzles are literally made to be solved, and a good puzzle gives you enough information to figure out how to solve it, though doing so may take some out of the box thinking. Feeling a bit stymied but still having some idea what else you might try is fine. Feeling like you’ve done everything you can think of and gotten nowhere isn’t.</p><p></p><p>Now we’re going around in circles. We’ve been over how it’s different from take 20 and how it actually makes the game <em>more</em> difficult when failure has consequences.</p><p></p><p>I have no investment in getting you to budge, I know you’re already set in your ways. Debating the matter with you just gives me the opportunity to present arguments in favor of my methods to anyone more amenable to new ideas who may be reading.</p><p></p><p>Oh, sure. In that case you establish the additional time it may take as a consequence for failure. “Make a DC 15 Dexterity check - on a success you‘ll open the lock right away, but on a failure you won’t make any progress after (whatever time interval. Like I said, I like to use increments of 10 minutes).” Alternatively, “on a success you’ll open the lock right away, but on a failure you won’t get it open before (some other meaningful consequence that occurs as a result of the extra time passing. I like to use rolls for wandering monsters here).”</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 8280337, member: 6779196"] Emphasis added. So, seems to me like your motivation for your approach is that it’s easier for you as a DM, since it saves you from having to think of consequences for failed actions. That’s fair, I guess, but I have different priorities. 😜 And here we see a shining example of metagame-policing leading to boring gameplay. I didn’t say it should be obvious. But, if the players reach the point where they feel like they have exhausted all of their options and have no inkling of how to proceed, that’s bad puzzle design. Puzzles are literally made to be solved, and a good puzzle gives you enough information to figure out how to solve it, though doing so may take some out of the box thinking. Feeling a bit stymied but still having some idea what else you might try is fine. Feeling like you’ve done everything you can think of and gotten nowhere isn’t. Now we’re going around in circles. We’ve been over how it’s different from take 20 and how it actually makes the game [I]more[/I] difficult when failure has consequences. I have no investment in getting you to budge, I know you’re already set in your ways. Debating the matter with you just gives me the opportunity to present arguments in favor of my methods to anyone more amenable to new ideas who may be reading. Oh, sure. In that case you establish the additional time it may take as a consequence for failure. “Make a DC 15 Dexterity check - on a success you‘ll open the lock right away, but on a failure you won’t make any progress after (whatever time interval. Like I said, I like to use increments of 10 minutes).” Alternatively, “on a success you’ll open the lock right away, but on a failure you won’t get it open before (some other meaningful consequence that occurs as a result of the extra time passing. I like to use rolls for wandering monsters here).” [/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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