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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="doctorbadwolf" data-source="post: 8280545" data-attributes="member: 6704184"><p>Yeah I’d say I’m a mix of what you and he have been arguing for. I definitely don’t share the “skilled play” priorities that drive [USER=29398]@Lanefan[/USER] (unless I’m mistaken)‘s methodology, but some aspects of task resolution I agree with them on. </p><p>I think you and I use narrated success mostly the same, with the main difference being that “unlimited or nearly unlimited time” isn’t necessarily something that drives me toward narrated success, unless it’s something that is obviously so far within the character’s skills that it’s narratively or realistically silly to not just narrate success. In my game, there are things that a character might never succeed at, and will just have to circumvent in order to get past. </p><p></p><p>Yeah it’s a bad term for it, but the best one I could figure at the moment. </p><p></p><p>Yeah to me, the die result doesn’t only represent anything like a percentage of how well the character can do at a thing. Often failure is narrated in ways that don’t even relate directly to the character not performing well, at least in part. </p><p> </p><p>So a 2 on a check that represents many attempts over the available time can be an “off day”, or it can be distraction, stress, etc, or it can be unfamiliarity with the lock or some other knowledge gap, or not having quite the right tools on hand, or something about the thing being interacted with making it harder, etc. It’s not the best you could ever do, it’s just how well you did, taking all attempts in aggregate. </p><p> </p><p>But I do think that using multiple checks to both simulate the complexity of the task and to create a range of non-binary task results goes a long way to soften the sting of single-roll resolution (now the term is even worse! <img class="smilie smilie--emoji" alt="😂" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f602.png" title="Face with tears of joy :joy:" data-shortname=":joy:" loading="lazy" width="64" height="64" />) You might flub the thieves tools check, but knock the investigation and sleight of hand checks out of the park, and we have a success with a setback, consequence, or price to pay, or other form of partial success. </p><p></p><p>Hell yeah. I wonder if a new thread would be appropriate, by the way. We are only very tangentially on topic.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 8280545, member: 6704184"] Yeah I’d say I’m a mix of what you and he have been arguing for. I definitely don’t share the “skilled play” priorities that drive [USER=29398]@Lanefan[/USER] (unless I’m mistaken)‘s methodology, but some aspects of task resolution I agree with them on. I think you and I use narrated success mostly the same, with the main difference being that “unlimited or nearly unlimited time” isn’t necessarily something that drives me toward narrated success, unless it’s something that is obviously so far within the character’s skills that it’s narratively or realistically silly to not just narrate success. In my game, there are things that a character might never succeed at, and will just have to circumvent in order to get past. Yeah it’s a bad term for it, but the best one I could figure at the moment. Yeah to me, the die result doesn’t only represent anything like a percentage of how well the character can do at a thing. Often failure is narrated in ways that don’t even relate directly to the character not performing well, at least in part. So a 2 on a check that represents many attempts over the available time can be an “off day”, or it can be distraction, stress, etc, or it can be unfamiliarity with the lock or some other knowledge gap, or not having quite the right tools on hand, or something about the thing being interacted with making it harder, etc. It’s not the best you could ever do, it’s just how well you did, taking all attempts in aggregate. But I do think that using multiple checks to both simulate the complexity of the task and to create a range of non-binary task results goes a long way to soften the sting of single-roll resolution (now the term is even worse! 😂) You might flub the thieves tools check, but knock the investigation and sleight of hand checks out of the park, and we have a success with a setback, consequence, or price to pay, or other form of partial success. Hell yeah. I wonder if a new thread would be appropriate, by the way. We are only very tangentially on topic. [/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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