MichaelSomething
Legend
So I take you tried the Dungeon Crawl Classics RPG? That ups the randomness to 11!
Randomness as game balance. It's utterly amazing. Wizards slowly mutating because magic is pure chaos. Such a great game.So I take you tried the Dungeon Crawl Classics RPG? That ups the randomness to 11!
Why not? You don't think another equally ultra-skilled warrior can't block, parry and dodge 4 attacks from your ultra-skilled warrior?All dice-rolling systems (pretty much) are there to introduce uncertainty. But swingy ones are where wild things easily happen, like the ultra-skilled warrior misses four attacks in a row, which is just not going to happen in something like Shadowrun or Exalted (even w/o powers).
It's seems, like many other threads, that we are in the territory of arguing semantics as opposed to a concept.I think one of us is totally lost(and not sure that it isn't me). I've been understanding @Reynard to be arguing that D&D is more random(swingy) and uncertain than all of the other games on his shelf, and then having others argue that D&D is less random(swingy) and less uncertain than other games.![]()
Yeah. I brought in the optional DMG rule that allows success with a consequence if you fail by a few points.Many GMs and players view 5e to be a pass/fail design. If one has to make a DC10 check to open a lock then many GMs are going to narrate a 9 as "you didn't open the lock".
In other games with a fail forward design getting a 9 result for a DC10 check will usually mean "You open the lock BUT [some drawback]".
I get that. I just think that the lock should be closed at least some of the time. Flat fail is often as much of fail forward as success and fail forward is. There are usually several paths forward and forward doesn't have to be through the locked door.In 5e the lock can alter your story by branching the narrative into the pass and the fail state. In the other game scenario the lock branches the narrative into the baggage or no baggage state.
In both systems the players have their world changed by the die roll, it's just that in one system the lock is always open.
I don't view a stubborn lock as being more interesting than whatever baggage was decided as the downside of the fail forward.
5E explicitly has a fail forward or success at a cost mechanic built in.It's seems, like many other threads, that we are in the territory of arguing semantics as opposed to a concept.
Many GMs and players view 5e to be a pass/fail design. If one has to make a DC10 check to open a lock then many GMs are going to narrate a 9 as "you didn't open the lock".
In other games with a fail forward design getting a 9 result for a DC10 check will usually mean "You open the lock BUT [some drawback]".
This is why I don't agree with the idea put forth by the OP.
In 5e the lock can alter your story by branching the narrative into the pass and the fail state. In the other game scenario the lock branches the narrative into the baggage or no baggage state.
In both systems the players have their world changed by the die roll, it's just that in one system the lock is always open.
I don't view a stubborn lock as being more interesting than whatever baggage was decided as the downside of the fail forward.
It is not even really an "optional rule" in the traditional sense (like gritty long rests or whatever). It is described as one way to adjudicate die rolls, right along side pass/fail. It is one of the rules of the game.Yeah. I brought in the optional DMG rule that allows success with a consequence if you fail by a few points.
Still, there is at least on GM on this thread that doesn't always and perhaps never uses it. They gave example of how they narrate not-quite-there misses as more pleasant but still fail state results.It is not even really an "optional rule" in the traditional sense (like gritty long rests or whatever). It is described as one way to adjudicate die rolls, right along side pass/fail. It is one of the rules of the game.
LOL.Why not? You don't think another equally ultra-skilled warrior can't block, parry and dodge 4 attacks from your ultra-skilled warrior?
LOL.It's actually a rather exciting combat.
Absolutely not, but if you've not played them, as you evidently haven't, this probably isn't the place to educate you.It sounds like those systems make a high level combat more like DBZ where they just hit each other back and forth until one drops.
Yeah me and a huge number of other people. Let's just blame everyone and pretend the mechanics are perfect lol.This farce problem is a problem with how you envision things.
It happens so often it is absolutely farcical. It should happen one roll in fifty at most. In reality it happens about one roll in five.As for dump stat characters rolling high, well sometimes they get lucky. A dump stat individual isn't clueless or totally unable to accomplish things, and someone with a high stat isn't perfect. That's not farcical at all.
What goes around comes around. You declaring D&D as farcical in the absolute manner you are doing is just as bad. You're basically telling me that I can't tell what is or is not farcical, and that my game D&D game must be farcical if I play according to the rules. Spoiler, my game is not farcical because I don't use Three Stooges combat where everyone just whiffs into the air when they miss.Yeah me and a huge number of other people. Let's just blame everyone and pretend the mechanics are perfect lol.
No. That's flat out wrong. The average DC is 15. That's a moderate check. Someone with a dump stat has a -1 to the roll and no proficiency. People very rarely pick proficiency for skills where the stat has a penalty. I'll go low level and use a 16 and proficiency for the skilled individual.It happens so often it is absolutely farcical. It should happen one roll in fifty at most. In reality it happens about one roll in five.
Sure. The rest of the time it's a highly skilled/powerful monster. Same difference. High level PCs don't run around fighting putzes.90% of the time the opponent you whiff against is anything but an "ultra-skilled warrior". The idea that it's a mirror-match has to be one of the least-D&D things I've read in years. Wild and bizarre take.
This is exactly why, if the dice come up with a crap set of rolls that fail to meet some basic thresholds*, I allow the player the option to chuck it and start over: it only makes sense that character just isn't cut out for adventuring If the player chooses to keep it, however, that's binding.A 5'2 person can't play in the NBA, so he won't try. It's not like they are going to show up on draft day and find out they can't play after being dunked on by everyone. Realistically, all those quirky "low score" characters (the ones on the low end of the bell curve) would realize adventuring requires gifts beyond them and likewise take up a mundane profession. Ergo, most of those "low roll" PCs should retire upon creation unless they are narcissists or non compos mentis.
Yes, but that still doesn't mean everyone with that training will take up adventuring, nor does it mean the PCs are the only ones in the setting who have such training.Most D&D assumes that adventurer is a career. Certainly, you can write a story where you inherit an evil artifact from your uncle and get thrust into adventuring, but most PCs, by the virtue of being in a class, have training that assumes a certain level of competency and thus aptitude.
I have one that generates random magic items; I use it every time I'm asked what's available to purchase in [whaever town or city the PCs just got to], as what's available at any given time is, of course, usually highly unpredictable.Oh man do I love random generators. Especially Excel generators. Press a button and it spits out 100 random NPCs. Press a button and it spits out 100 random hexes. Pure unadulterated yum.
I want one, if only for this very purpose.You'll pop in the chat box "what is the weather?" And it will generate a weather cycle based on the exact location of the world, the date and time of year, historical weather patterns, variations based on other events (a local volcano erupting) and climate models pulled from real world metrology. Then, it keeps that knowledge in it's database and references it the next time the question is asked.
You should check out Hex Flower if you haven't already. It's a random chart with a "memory". Really neat idea.I want one, if only for this very purpose.![]()
That would be me, probably; and I do this because in my eyes a fail is a fail. You can't succeed on a fail.Still, there is at least on GM on this thread that doesn't always and perhaps never uses it. They gave example of how they narrate not-quite-there misses as more pleasant but still fail state results.
My issue with fail-forward is that it yet again makes things easier on the players/PCs (and modern D&D already does far too much of this!) by often turning what would have been a hard fail into, ultimately, a success. Picking a lock: fail means the door is still locked. Fail-forward often means the door is opened but there's a complication e.g. a monster on the other side. That the door ends up opened at all, however, dishonours the "fail" die roll as it has turned that failure into a success.I think many GMs on this board haven't adjusted their style to incorporate modern RPG concepts like fail forward and player authoring because they just like to do things the way they always have done them.
I think fail forward is, like any tool, best used mixed with all the others. Not a one size fits all method and not an ultra rare exception either.
I suspect you're looking for, or expecting, a much steeper power curve in these things than the game provides.Yeah me and a huge number of other people. Let's just blame everyone and pretend the mechanics are perfect lol.
It happens so often it is absolutely farcical. It should happen one roll in fifty at most. In reality it happens about one roll in five.
Not the best example. The shortest player to ever play in the NBA was drafted in 1987 and was 5'3". Spud Webb(His NBA career ended in 1998) was 5'6" and won the dunking contest at least once. He was amazing to watch.A 5'2 person can't play in the NBA, so he won't try. It's not like they are going to show up on draft day and find out they can't play after being dunked on by everyone. Realistically, all those quirky "low score" characters (the ones on the low end of the bell curve) would realize adventuring requires gifts beyond them and likewise take up a mundane profession. Ergo, most of those "low roll" PCs should retire upon creation unless they are narcissists or non compos mentis.