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General Tabletop Discussion
*Dungeons & Dragons
How Did I Survive AD&D? Fudging and Railroads, Apparently
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<blockquote data-quote="Argyle King" data-source="post: 9468496" data-attributes="member: 58416"><p>Not necessarily. I understand why D&D uses Legendary Resistance. However, I think there are better ways to solve the problem that is trying to be solved. </p><p></p><p></p><p></p><p>I'm not sure how the players wouldn't know what happened. If I attempt an action and it fails, but trying it a second time works (with the same dice rolls,) that is strange. </p><p></p><p>How is the player prompted to try again after getting the feedback that the first attempt fails?</p><p></p><p>To me, it runs counter to my thinking when the DM and the game say that the player should do take an action while simultaneously saying that doing that action leads to automatic failure. </p><p></p><p>If the story needs more than one attack for the pacing, why not construct the encounter to need more than one attack? Either say that two items are needed (as I mentioned previously,) or you need to use the item twice to fully defeat the target (perhaps the first attack induces a weakened state, and the second is the killing blow).</p><p></p><p>I believe drama and pacing can be achieved without sacrificing player agency from a situation.</p></blockquote><p></p>
[QUOTE="Argyle King, post: 9468496, member: 58416"] Not necessarily. I understand why D&D uses Legendary Resistance. However, I think there are better ways to solve the problem that is trying to be solved. I'm not sure how the players wouldn't know what happened. If I attempt an action and it fails, but trying it a second time works (with the same dice rolls,) that is strange. How is the player prompted to try again after getting the feedback that the first attempt fails? To me, it runs counter to my thinking when the DM and the game say that the player should do take an action while simultaneously saying that doing that action leads to automatic failure. If the story needs more than one attack for the pacing, why not construct the encounter to need more than one attack? Either say that two items are needed (as I mentioned previously,) or you need to use the item twice to fully defeat the target (perhaps the first attack induces a weakened state, and the second is the killing blow). I believe drama and pacing can be achieved without sacrificing player agency from a situation. [/QUOTE]
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How Did I Survive AD&D? Fudging and Railroads, Apparently
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