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<blockquote data-quote="5ekyu" data-source="post: 7482246" data-attributes="member: 6919838"><p>While i cannot speak to your particular definition of say yes and fail forward, i can say that i am of similar bent in my rpg style and find plenty of support for it in 5e.</p><p></p><p>One can of course decide to drive and tunnel in on a particular spot of the introduction or not but when looking at ability checks for instance i find the section mysteriously titled "abikity checks" in the chapter so very enigmaticly labelled "Using Ability Scores" where it describes the result of not getting the DC or higher this way:</p><p></p><p>"Otherwise, its a failure, which means the character or monster makes no progress towards the object or makes progress with a setback determined by the GM."</p><p></p><p>I find that allows quite a bit of latitude for resolving failed skill checks that fits right in with my own views of "Say yes, unless i have a compelling reason to say no" and "fail forward."</p><p></p><p>There are plenty of options for the GM in the DMG that can be used to establish (based on character ability score and proficiencies) minimum auto-success standards quite similar in fact to the way jump works - if a GM sees that as desirable. Options there can even expand the "setback" idea beyond skill check with "success at cost" if desired.</p><p></p><p>So depending on what you choose to use, or exclude, from your PHB or even DMG options, you can have the gameplay you want.</p><p></p><p></p><p>It works for us.</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7482246, member: 6919838"] While i cannot speak to your particular definition of say yes and fail forward, i can say that i am of similar bent in my rpg style and find plenty of support for it in 5e. One can of course decide to drive and tunnel in on a particular spot of the introduction or not but when looking at ability checks for instance i find the section mysteriously titled "abikity checks" in the chapter so very enigmaticly labelled "Using Ability Scores" where it describes the result of not getting the DC or higher this way: "Otherwise, its a failure, which means the character or monster makes no progress towards the object or makes progress with a setback determined by the GM." I find that allows quite a bit of latitude for resolving failed skill checks that fits right in with my own views of "Say yes, unless i have a compelling reason to say no" and "fail forward." There are plenty of options for the GM in the DMG that can be used to establish (based on character ability score and proficiencies) minimum auto-success standards quite similar in fact to the way jump works - if a GM sees that as desirable. Options there can even expand the "setback" idea beyond skill check with "success at cost" if desired. So depending on what you choose to use, or exclude, from your PHB or even DMG options, you can have the gameplay you want. It works for us. [/QUOTE]
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