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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: 8281258" data-attributes="member: 6779196"><p>This is really the biggest sticking point for me, so I’m going to try attacking it from a different angle. You say you stick to the agreed upon amount of time the player said they were willing to spend on the thing. Fair enough, I think people should stick to their agreements. But, is that agreement the only thing that’s keeping the character from trying for longer than the player said they would be willing to try for? If so, that’s a problem for me. That agreement has no fictional backing to it. Yes, the player should uphold their end of the agreement, but speaking purely in terms of the fiction, the character should be able to change their mind, right? For that matter, why make the player decide that in advance? Why can’t the character try for a bit, see how it goes, and decide whether or not to continue based on how well they’re doing so far?</p><p></p><p>Also, what reason might I as a player have to commit to one time frame or another? Do I get a bonus on the roll if I decide to spend enough time at it, or am I just wasting my character’s time if I decide to try for longer than the minimum amount of time required? If I get a bonus for spending longer, what are the limits of it? Can I take long enough that my bonus exceeds the DC?</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 8281258, member: 6779196"] This is really the biggest sticking point for me, so I’m going to try attacking it from a different angle. You say you stick to the agreed upon amount of time the player said they were willing to spend on the thing. Fair enough, I think people should stick to their agreements. But, is that agreement the only thing that’s keeping the character from trying for longer than the player said they would be willing to try for? If so, that’s a problem for me. That agreement has no fictional backing to it. Yes, the player should uphold their end of the agreement, but speaking purely in terms of the fiction, the character should be able to change their mind, right? For that matter, why make the player decide that in advance? Why can’t the character try for a bit, see how it goes, and decide whether or not to continue based on how well they’re doing so far? Also, what reason might I as a player have to commit to one time frame or another? Do I get a bonus on the roll if I decide to spend enough time at it, or am I just wasting my character’s time if I decide to try for longer than the minimum amount of time required? If I get a bonus for spending longer, what are the limits of it? Can I take long enough that my bonus exceeds the DC? [/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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