Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*TTRPGs General
Failing Forward
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Ilbranteloth" data-source="post: 6790154" data-attributes="member: 6778044"><p>I'm not a fan of Fail Forward mechanics because I feel it's only necessary following poor design of the scenario.</p><p></p><p>If there's something that must be done to continue, then it shouldn't hinge on a single die roll where a failed check means the adventure grinds to a halt. There are very few situations where I can think of no other alternatives.</p><p></p><p>But part of why it's not an issue for me, is that I handle skill checks a little differently. </p><p></p><p>First, my assumption is that if a character is capable of succeeding, then they eventually will given enough time and chances. So if you fail a skill check that is within your capabilities, it just takes you longer to succeed. If there are potential dangerous consequences (such as setting off a trap), then failure by more than 5 triggers the event.</p><p></p><p>One important point is that if something is hard (DC20 or higher) you must have proficiency.</p><p></p><p>Example:</p><p></p><p>DC 17 lock and the PC has a +3. They'll need to roll a 14 or higher. They roll a modified 10. So the lock will take the 4 rounds to open. They don't know exactly how long, just that they didn't succeed immediately. This is much more effective if there is a time crunch.</p><p></p><p>If they rolled a 9 or less, then something would happen, like they jammed the lock, broke their lock picks, etc. but as a result they can't pick the lock.</p><p></p><p>When climbing, for example, they will slip, and it takes time to get back up to where they can continue.</p><p></p><p>Ilbranteloth</p></blockquote><p></p>
[QUOTE="Ilbranteloth, post: 6790154, member: 6778044"] I'm not a fan of Fail Forward mechanics because I feel it's only necessary following poor design of the scenario. If there's something that must be done to continue, then it shouldn't hinge on a single die roll where a failed check means the adventure grinds to a halt. There are very few situations where I can think of no other alternatives. But part of why it's not an issue for me, is that I handle skill checks a little differently. First, my assumption is that if a character is capable of succeeding, then they eventually will given enough time and chances. So if you fail a skill check that is within your capabilities, it just takes you longer to succeed. If there are potential dangerous consequences (such as setting off a trap), then failure by more than 5 triggers the event. One important point is that if something is hard (DC20 or higher) you must have proficiency. Example: DC 17 lock and the PC has a +3. They'll need to roll a 14 or higher. They roll a modified 10. So the lock will take the 4 rounds to open. They don't know exactly how long, just that they didn't succeed immediately. This is much more effective if there is a time crunch. If they rolled a 9 or less, then something would happen, like they jammed the lock, broke their lock picks, etc. but as a result they can't pick the lock. When climbing, for example, they will slip, and it takes time to get back up to where they can continue. Ilbranteloth [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Failing Forward
Top