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<blockquote data-quote="Greenstone.Walker" data-source="post: 6757324" data-attributes="member: 6788312"><p>If there is no cost for an attempt then the GM should simply tell the player "You succeed". If a character can just keep trying again and again then there is no point in rolling anything.</p><p></p><p>If there is a cost for an attempt (which includes time!) then the GM should make the ticking clock visible and let the player decide.</p><p></p><p>GM: <em>It will take 10 seconds for each attempt to pick the lock. Behind the cell doors you can see the timer counting down. In 120 seconds the bomb goes off, demolishing the building. What do you do?</em></p><p></p><p>GM: <em>It takes one round to attempt to lift the burning beam off the trapped person. Each round they take 1d6 damage from the weight and the fire. What do you do?</em></p><p></p><p>GM: <em>You will get to make a Knowledge roll at the end of each day spent researching in the library. There are five days until the coronation of the evil prince. What do you do?</em></p><p></p><p></p><p>To quote AngyGM:</p><p><em><span style="color: #008080">Players can only ask questions or declare actions, and they should never have to refer to skill names to do it. Only ask for a roll if the PC can succeed, can fail, and there is a risk or cost for failure. One roll is sufficient, unless that roll changes the situation. Of course, you can roll multiple times if there is a ticking clock the party can see, but don’t overdo that. And when designing complex encounters, focus on approaches and make sure each approach has at least one reason to prefer it and one reason to avoid it. - See more at: <a href="http://theangrygm.com/five-simple-rules-for-dating-my-teenaged-skill-system/#sthash.LLwFAPWu.dpuf" target="_blank">http://theangrygm.com/five-simple-rules-for-dating-my-teenaged-skill-system/#sthash.LLwFAPWu.dpuf</a></span></em></p></blockquote><p></p>
[QUOTE="Greenstone.Walker, post: 6757324, member: 6788312"] If there is no cost for an attempt then the GM should simply tell the player "You succeed". If a character can just keep trying again and again then there is no point in rolling anything. If there is a cost for an attempt (which includes time!) then the GM should make the ticking clock visible and let the player decide. GM: [I]It will take 10 seconds for each attempt to pick the lock. Behind the cell doors you can see the timer counting down. In 120 seconds the bomb goes off, demolishing the building. What do you do?[/I] GM: [I]It takes one round to attempt to lift the burning beam off the trapped person. Each round they take 1d6 damage from the weight and the fire. What do you do?[/I] GM: [I]You will get to make a Knowledge roll at the end of each day spent researching in the library. There are five days until the coronation of the evil prince. What do you do?[/I] To quote AngyGM: [I][COLOR="#008080"]Players can only ask questions or declare actions, and they should never have to refer to skill names to do it. Only ask for a roll if the PC can succeed, can fail, and there is a risk or cost for failure. One roll is sufficient, unless that roll changes the situation. Of course, you can roll multiple times if there is a ticking clock the party can see, but don’t overdo that. And when designing complex encounters, focus on approaches and make sure each approach has at least one reason to prefer it and one reason to avoid it. - See more at: [url]http://theangrygm.com/five-simple-rules-for-dating-my-teenaged-skill-system/#sthash.LLwFAPWu.dpuf[/url][/COLOR][/I] [/QUOTE]
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