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How to open a door
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<blockquote data-quote="Faradon" data-source="post: 6395446" data-attributes="member: 37759"><p>In my opinion there is nothing wrong with retrying skills. </p><p></p><p>If a particular challenge is within your ability to accomplish without needing a "critical success" to trump the rules for you, then I see nothing wrong with spending more time on the task until you finally get the tumblers where you need them, find the right hand holds, apply pressure to the right spots, etc. </p><p></p><p>However, If you need a critical success to even have a chance at success then I could see house ruling that you get 1 roll and that's it... or that you can attempt, but the chance of critical failure increases by 1 each attempt until 1-5=crit failure and 20=success, or any other house rule you can think of.</p><p></p><p>If there is a rope (like in gym class) and you try to climb it (and have the strength/skill and don't need a crit 20), but fail.. you can't try again? Couldn't of just gotten a bad grip, a cramp, your backpack shifted on you, etc? Now granted, if you wanted to apply a fatigue penalty as multiple attempts are made, that seems pretty legit.</p><p></p><p>Busting down a door, forcing open a chest lid with a crowbar, or similar actions seem similar and perhaps weakening the material as you go making it easier, though likely noisy and destroying the hinges, locking mechanisms, etc. </p><p></p><p>The same should apply for picking locks. If it is within the lock picker's ability to get the job done and they don't need some miracle to make it happen, there is nothing wrong with trying multiple times. A 1 can still mean a broken lockpick or a jammed lock tumbler from the attempts that freeze the lock and make it more difficult (+5 DC) or impossible if that's what you want. </p><p></p><p> I almost feel like you are saying, It's boring to always watch the rogue do their job over and over and some variety would be fun. If so, just have the door barred from the other side or stuck in the frame and still need a str check to dislodge after the lock is disabled.. or don't even have a lock. </p><p></p><p>In the end it's your game and as long as you and your players have fun, nothing else matters. Rules be damned in lieu of fun.</p></blockquote><p></p>
[QUOTE="Faradon, post: 6395446, member: 37759"] In my opinion there is nothing wrong with retrying skills. If a particular challenge is within your ability to accomplish without needing a "critical success" to trump the rules for you, then I see nothing wrong with spending more time on the task until you finally get the tumblers where you need them, find the right hand holds, apply pressure to the right spots, etc. However, If you need a critical success to even have a chance at success then I could see house ruling that you get 1 roll and that's it... or that you can attempt, but the chance of critical failure increases by 1 each attempt until 1-5=crit failure and 20=success, or any other house rule you can think of. If there is a rope (like in gym class) and you try to climb it (and have the strength/skill and don't need a crit 20), but fail.. you can't try again? Couldn't of just gotten a bad grip, a cramp, your backpack shifted on you, etc? Now granted, if you wanted to apply a fatigue penalty as multiple attempts are made, that seems pretty legit. Busting down a door, forcing open a chest lid with a crowbar, or similar actions seem similar and perhaps weakening the material as you go making it easier, though likely noisy and destroying the hinges, locking mechanisms, etc. The same should apply for picking locks. If it is within the lock picker's ability to get the job done and they don't need some miracle to make it happen, there is nothing wrong with trying multiple times. A 1 can still mean a broken lockpick or a jammed lock tumbler from the attempts that freeze the lock and make it more difficult (+5 DC) or impossible if that's what you want. I almost feel like you are saying, It's boring to always watch the rogue do their job over and over and some variety would be fun. If so, just have the door barred from the other side or stuck in the frame and still need a str check to dislodge after the lock is disabled.. or don't even have a lock. In the end it's your game and as long as you and your players have fun, nothing else matters. Rules be damned in lieu of fun. [/QUOTE]
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