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<blockquote data-quote="Lanefan" data-source="post: 6028412" data-attributes="member: 29398"><p>A fix to this might be to have some sort of gradated failure mechanics - in the pick-lock example* it might go:</p><p></p><p>Succeed on roll: lock is opened.</p><p>Fail by 1-3: you fail to open the lock but all subsequent attempts by other people are at +4 as you have overcome some of the challenges</p><p>Fail by 1-3, alternate option: you open the lock but have broken it in the process such that it cannot be locked again by any means</p><p>Fail by 4-6: you fail to open the lock but a subsequent attempt by someone else is at +2 provided you are present to give advice</p><p>Fail by 7-12: the lock remains locked. No other consequences.</p><p>Fail by 13 or more: you break the lock such that it cannot be opened even with its key, and must now be shattered or removed to allow passage.</p><p></p><p>* - note that take-10 and take-20 mechanics are something I will rip out of the game on sight: the one roll you make represents the BEST you'll ever do.</p><p></p><p>Unfortunately, picking a lock is not perhaps the best example to use for fail-forward as the results are usually pretty binary - you open the lock or you don't. Where fail-forward works better is in situations with many possible outcomes e.g. talking your way past the palace guards - a good fail-forward here might be that while you in fact fail whatever check you're making to talk your way past, they let you in but 3-6 minutes later say "Wa-ait a minute..." and raise the alarm then. (and the party may or may not realize they were a bit less than convincing even before this happens...)</p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 6028412, member: 29398"] A fix to this might be to have some sort of gradated failure mechanics - in the pick-lock example* it might go: Succeed on roll: lock is opened. Fail by 1-3: you fail to open the lock but all subsequent attempts by other people are at +4 as you have overcome some of the challenges Fail by 1-3, alternate option: you open the lock but have broken it in the process such that it cannot be locked again by any means Fail by 4-6: you fail to open the lock but a subsequent attempt by someone else is at +2 provided you are present to give advice Fail by 7-12: the lock remains locked. No other consequences. Fail by 13 or more: you break the lock such that it cannot be opened even with its key, and must now be shattered or removed to allow passage. * - note that take-10 and take-20 mechanics are something I will rip out of the game on sight: the one roll you make represents the BEST you'll ever do. Unfortunately, picking a lock is not perhaps the best example to use for fail-forward as the results are usually pretty binary - you open the lock or you don't. Where fail-forward works better is in situations with many possible outcomes e.g. talking your way past the palace guards - a good fail-forward here might be that while you in fact fail whatever check you're making to talk your way past, they let you in but 3-6 minutes later say "Wa-ait a minute..." and raise the alarm then. (and the party may or may not realize they were a bit less than convincing even before this happens...) Lanefan [/QUOTE]
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