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Hot Take: Uncertainty Makes D&D Better
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<blockquote data-quote="JiffyPopTart" data-source="post: 8924420" data-attributes="member: 4881"><p>It's seems, like many other threads, that we are in the territory of arguing semantics as opposed to a concept.</p><p></p><p>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".</p><p></p><p>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]".</p><p></p><p>This is why I don't agree with the idea put forth by the OP.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>I don't view a stubborn lock as being more interesting than whatever baggage was decided as the downside of the fail forward.</p></blockquote><p></p>
[QUOTE="JiffyPopTart, post: 8924420, member: 4881"] 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. [/QUOTE]
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Hot Take: Uncertainty Makes D&D Better
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