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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: 8280668" data-attributes="member: 29398"><p>Allow me to clarify my take a little - you're more or less close, but there's some subtleties missing...</p><p></p><p>Close enough, OK.</p><p></p><p>Not quite. If something's fairly obvious to the characters (or should be) I'll tell the players; though often enough they can figure it out for themselves at least in general terms before I have to say much. This includes failure consequences, success consequences, and external factors; general degree of difficulty sometimes comes in under external factors. I don't always give a hard DC (or equivalent) mostly because many times the roll will allow me to narrate a sliding scale of results rather than a binary pass-fail; except when the game itself gives a target number (e.g. the "bend bars/lift gates" % roll) for something that really is binary, I'll use that.</p><p></p><p>What I never do is use meta-currency points e.g. Inspiration, as I think that whole concept should be taken out back and repeatedly fireballed.</p><p></p><p>Lots in here. First, I also want the players to tell me what they're doing and what they're trying to accomplish by doing it; though I suspect at both our tables it's just not that formalized in the general give-and-take of play. I should point out the check mechanics I use (there's different types based on various factors) are very much not how 5e does it, but the general idea is the same: you're rolling to beat a number - usually by getting UNDER it - with the roll sometimes modified by the situation.</p><p></p><p>The big difference between us, I think, is you modify the DC where I modify the roll.</p><p></p><p>Sometimes there's time pressure, sometimes there isn't. If, for example, I used wandering monsters 1/4 as much as you seem to do I'd wipe my parties out before long; my game isn't nearly as generous with overnight hit point recovery as 5e is and cures don't help much if you've been below 0 recently (death's at -10), meaning there's times - particularly at low level - when they either need to rest for days in order to recover or get into one very steep death spiral.</p><p></p><p>This might be because as a player I really don't like adventuring to a deadline all the time. There's enough deadlines in real life, thanks. <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><p></p><p>More broadly: if success is in doubt if you try something once, in my view that puts success in doubt no matter how many times you try it. The lack of time pressure or other external factors will not (usually) turn what would have been a roll into an auto-success.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 8280668, member: 29398"] Allow me to clarify my take a little - you're more or less close, but there's some subtleties missing... Close enough, OK. Not quite. If something's fairly obvious to the characters (or should be) I'll tell the players; though often enough they can figure it out for themselves at least in general terms before I have to say much. This includes failure consequences, success consequences, and external factors; general degree of difficulty sometimes comes in under external factors. I don't always give a hard DC (or equivalent) mostly because many times the roll will allow me to narrate a sliding scale of results rather than a binary pass-fail; except when the game itself gives a target number (e.g. the "bend bars/lift gates" % roll) for something that really is binary, I'll use that. What I never do is use meta-currency points e.g. Inspiration, as I think that whole concept should be taken out back and repeatedly fireballed. Lots in here. First, I also want the players to tell me what they're doing and what they're trying to accomplish by doing it; though I suspect at both our tables it's just not that formalized in the general give-and-take of play. I should point out the check mechanics I use (there's different types based on various factors) are very much not how 5e does it, but the general idea is the same: you're rolling to beat a number - usually by getting UNDER it - with the roll sometimes modified by the situation. The big difference between us, I think, is you modify the DC where I modify the roll. Sometimes there's time pressure, sometimes there isn't. If, for example, I used wandering monsters 1/4 as much as you seem to do I'd wipe my parties out before long; my game isn't nearly as generous with overnight hit point recovery as 5e is and cures don't help much if you've been below 0 recently (death's at -10), meaning there's times - particularly at low level - when they either need to rest for days in order to recover or get into one very steep death spiral. This might be because as a player I really don't like adventuring to a deadline all the time. There's enough deadlines in real life, thanks. :) More broadly: if success is in doubt if you try something once, in my view that puts success in doubt no matter how many times you try it. The lack of time pressure or other external factors will not (usually) turn what would have been a roll into an auto-success. [/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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