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General Tabletop Discussion
*Dungeons & Dragons
Meaningful Consequences of Failure for Picking Locks
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<blockquote data-quote="aco175" data-source="post: 7069592" data-attributes="member: 27385"><p>How are other skill checks determined? If you fail Stealth- you become noticed by the bad guys. Fail Sleight of Hand- you get noticed, or maybe if you fail by 5 or more to get noticed. Fail Survival- you get lost or something. </p><p></p><p>Some of these are opposed checks while others interact with things and have a static roll. Opening a lock should be one of these. Is there is an opposed check or is it a static DC. I see some talking about how bad you fail equals what happens on the other side of the door. But what happens when there is nothing on the other side, like breaking into a crypt. I like the thought of sliding DCs where it takes more time, but you eventually get in. Although the thief gets a power to try and pick something as a bonus action which may offset this. </p><p></p><p>If picking a lock is a static DC, than I can go with only one check and if you fail you cannot get in. Maybe if you fail by 5 then the pick breaks and you may suffer disadvantage on follow-on checks on other locks. You could be relegated to other means of getting in as described on earlier posts involving strength and magic. </p><p></p><p>I mentioned earlier that locks are designed to get through in order for the adventure to go on. I tend to think that if there is no consequence for failing, like a monster hearing you and setting surprise, then you have more of a static check where you can either succeed or fail. If you fail, you resort to strength or magic.</p></blockquote><p></p>
[QUOTE="aco175, post: 7069592, member: 27385"] How are other skill checks determined? If you fail Stealth- you become noticed by the bad guys. Fail Sleight of Hand- you get noticed, or maybe if you fail by 5 or more to get noticed. Fail Survival- you get lost or something. Some of these are opposed checks while others interact with things and have a static roll. Opening a lock should be one of these. Is there is an opposed check or is it a static DC. I see some talking about how bad you fail equals what happens on the other side of the door. But what happens when there is nothing on the other side, like breaking into a crypt. I like the thought of sliding DCs where it takes more time, but you eventually get in. Although the thief gets a power to try and pick something as a bonus action which may offset this. If picking a lock is a static DC, than I can go with only one check and if you fail you cannot get in. Maybe if you fail by 5 then the pick breaks and you may suffer disadvantage on follow-on checks on other locks. You could be relegated to other means of getting in as described on earlier posts involving strength and magic. I mentioned earlier that locks are designed to get through in order for the adventure to go on. I tend to think that if there is no consequence for failing, like a monster hearing you and setting surprise, then you have more of a static check where you can either succeed or fail. If you fail, you resort to strength or magic. [/QUOTE]
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