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General Tabletop Discussion
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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: 8281436" data-attributes="member: 6704184"><p>Nothing. It’s just part of how we narrate the failure to do the thing. </p><p></p><p>That sounds like a hypothetical with no actual use case to me, but I’ll run with it for a bit. In that case, the one roll becomes a determiner of how long it takes, either without a limit (assuming you succeed on saves to not fall asleep after enough time passes), or limited by the story or the other PCs. </p><p></p><p>It is. You get to decide the details of the narration of the result of the check. </p><p></p><p>You already did. Full stop. That’s it. That’s the whole “philosophy”. Check made, results narrated, game moves on. If you want to come back to it after doing other actual stuff (taking 10 minutes to chill out and refocus is part of narrating the result of the check), go for it. Or come up with a <em>reason</em> that this is a <em>different check</em>, not just a reroll. </p><p></p><p>It’s absolutely central to why I run the game the way I do in terms of retrying checks, so no surprise we don’t agree on this part. </p><p></p><p>I disagree with nearly all of that. This is actually where the root disconnect is, I think. I see binary results as the fall-back for when something isn’t important enough to make a scene out of. </p><p></p><p><img class="smilie smilie--emoji" alt="👍" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f44d.png" title="Thumbs up :thumbsup:" data-shortname=":thumbsup:" loading="lazy" width="64" height="64" /><img class="smilie smilie--emoji" alt="👍" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f44d.png" title="Thumbs up :thumbsup:" data-shortname=":thumbsup:" loading="lazy" width="64" height="64" /></p><p></p><p>Okay. In my game, we figure out what you’re trying to do and how you’re trying to do it, what the stakes and consequences are, and then roll to see how the sequence of events plays out. We don’t generally go action by action, unless it feels like the scene needs that. </p><p> </p><p>Taking out a guard, for instance, might be a stealth check, Athletics check, one attack roll, and another stealth or slight of hand to hide the body. We don’t roll initiative and play it out but by bit, because the scene doesn’t warrant that level of detail. </p><p></p><p>They can decide after the check if they want. And again, if they can establish a change in approach or circumstance, they <em>can</em> try again. </p><p></p><p>Picking a time frame is there because we are rolling to resolve a <em>scene, not an action. </em></p><p> </p><p>The other key thing here is, this stuff is all negotiable at my table. In my group, the DM does not rule over the table, they run the world engine and adjudicate. The group as a whole decides how that game engine works and what measures the DM uses to adjudicate.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 8281436, member: 6704184"] Nothing. It’s just part of how we narrate the failure to do the thing. That sounds like a hypothetical with no actual use case to me, but I’ll run with it for a bit. In that case, the one roll becomes a determiner of how long it takes, either without a limit (assuming you succeed on saves to not fall asleep after enough time passes), or limited by the story or the other PCs. It is. You get to decide the details of the narration of the result of the check. You already did. Full stop. That’s it. That’s the whole “philosophy”. Check made, results narrated, game moves on. If you want to come back to it after doing other actual stuff (taking 10 minutes to chill out and refocus is part of narrating the result of the check), go for it. Or come up with a [I]reason[/I] that this is a [I]different check[/I], not just a reroll. It’s absolutely central to why I run the game the way I do in terms of retrying checks, so no surprise we don’t agree on this part. I disagree with nearly all of that. This is actually where the root disconnect is, I think. I see binary results as the fall-back for when something isn’t important enough to make a scene out of. 👍👍 Okay. In my game, we figure out what you’re trying to do and how you’re trying to do it, what the stakes and consequences are, and then roll to see how the sequence of events plays out. We don’t generally go action by action, unless it feels like the scene needs that. Taking out a guard, for instance, might be a stealth check, Athletics check, one attack roll, and another stealth or slight of hand to hide the body. We don’t roll initiative and play it out but by bit, because the scene doesn’t warrant that level of detail. They can decide after the check if they want. And again, if they can establish a change in approach or circumstance, they [I]can[/I] try again. Picking a time frame is there because we are rolling to resolve a [I]scene, not an action. [/I] The other key thing here is, this stuff is all negotiable at my table. In my group, the DM does not rule over the table, they run the world engine and adjudicate. The group as a whole decides how that game engine works and what measures the DM uses to adjudicate. [/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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