doctorbadwolf
Heretic of The Seventh Circle
This.So... my position is this:
Randomness is good for a game and a story... within reason.
Some stuff -should- be foregone conclusions. If 3 level 3 fighters are teaming up to beat up 1 basic goblin armed with only a dead rat and an unearned level of self confidence no amount of randomness should wind up in a TPK.
There's a time for randomness and there's also a time for "Yeah, you take a couple minutes searching the inn room and find X, Y, and Z."
And that's where passive checks keep characters from feeling utterly incompetent for no reason other than "d20 says so"
But also, I really enjoy when the system gives players a limited resource to spend on forcing an action to go their way, especially when there are also other uses for that resource that are valuable and proactive.
So, in Quest for Chevar I have given the PCs 1 to 5 Attribute Points in each Attribute, and then everything that costs a limited resource costs Attribute points. Add to that, that spending an AP to push a check only pushes it one step up the success ladder, so if you get a total failure, the best outcome you can squeeze out of that is a mitigated failure (you don't get what you want, but you can set someone else up for a move later in the scene, they gain 1 die forward), and then accepting a complication or trauma in order to get some small part of what you wanted.
I've considered allowing spending more AP to push the check multiple steps, but I like that there isn't any way to bump a failure all the way to total success, and it allows the Athlete archetype to be special for being able to push harder on physical checks. I've thought about giving Warlocks the ability to put themselves at greater risk to so, but idk.