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General Tabletop Discussion
*Dungeons & Dragons
Meaningful Consequences of Failure for Picking Locks
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<blockquote data-quote="Lanliss" data-source="post: 7068842" data-attributes="member: 6801219"><p>I would say that "Failure" Doesn't accomplish a whole lot, story wise. Instead, I would have "Success", and "Success with a minor/major complication" depending on how much they fail. So, for example, your example of them damaging the thieves tools. Let the check succeed, but they have damaged their thieves tool (Disadvantage), or if their thieves tools were already damaged from one failure, they are now broken (No more lock picking.)</p><p></p><p>Now, if they fail a whole lot, they might have some serious problems. For example, they automatically trigger a random encounter, which happens to have unlocked the door from the other side. Now they have a fight, and possibly an alarm getting sounded if they don't finish this quick.</p><p></p><p>The only time I might call for an actual failure is if they roll a natural 1, and even then they might just get a "Massive complication", like the door loudly falling off it's hinges, the sound of it echoing throughout the dungeon halls ahead of them. No more stealth, and their goal in the dungeon is probably being moved immediately.</p></blockquote><p></p>
[QUOTE="Lanliss, post: 7068842, member: 6801219"] I would say that "Failure" Doesn't accomplish a whole lot, story wise. Instead, I would have "Success", and "Success with a minor/major complication" depending on how much they fail. So, for example, your example of them damaging the thieves tools. Let the check succeed, but they have damaged their thieves tool (Disadvantage), or if their thieves tools were already damaged from one failure, they are now broken (No more lock picking.) Now, if they fail a whole lot, they might have some serious problems. For example, they automatically trigger a random encounter, which happens to have unlocked the door from the other side. Now they have a fight, and possibly an alarm getting sounded if they don't finish this quick. The only time I might call for an actual failure is if they roll a natural 1, and even then they might just get a "Massive complication", like the door loudly falling off it's hinges, the sound of it echoing throughout the dungeon halls ahead of them. No more stealth, and their goal in the dungeon is probably being moved immediately. [/QUOTE]
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Meaningful Consequences of Failure for Picking Locks
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