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<blockquote data-quote="Maxperson" data-source="post: 6794053" data-attributes="member: 23751"><p>Those are not the same thing. You can return the game to the same state it had prior to failure AND not let the game have a dead end.</p><p></p><p></p><p>Unless the DM has created a situation where there is only one way to a goal, the stasis is going to break no matter what. There is nothing he can add that will increase the probability since it's already 100%.</p><p></p><p></p><p></p><p>One of the things I do when the players are having some trouble coming up with ideas is call for rolls. I know the behind the scenes information and I know their characters. The DC of that roll will vary from PC to PC depending on skills and background, but almost always someone will make it. Based on the roll and which skill, stat, background is applicable, I will give a piece of applicable helpful information to that character. </p><p></p><p>Doing that moves the action forward in a manner that is connected to the what is going on, and rewards the PC based on his skill choices and/or background. That makes the players happy as they created their characters to have those things.</p></blockquote><p></p>
[QUOTE="Maxperson, post: 6794053, member: 23751"] Those are not the same thing. You can return the game to the same state it had prior to failure AND not let the game have a dead end. Unless the DM has created a situation where there is only one way to a goal, the stasis is going to break no matter what. There is nothing he can add that will increase the probability since it's already 100%. One of the things I do when the players are having some trouble coming up with ideas is call for rolls. I know the behind the scenes information and I know their characters. The DC of that roll will vary from PC to PC depending on skills and background, but almost always someone will make it. Based on the roll and which skill, stat, background is applicable, I will give a piece of applicable helpful information to that character. Doing that moves the action forward in a manner that is connected to the what is going on, and rewards the PC based on his skill choices and/or background. That makes the players happy as they created their characters to have those things. [/QUOTE]
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