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My one and only houserule: consequences & opportunities
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<blockquote data-quote="Ruin Explorer" data-source="post: 8057083" data-attributes="member: 18"><p>I'm a big fan of PtbA games, but not necessarily a big fan of this rule for two reasons:</p><p></p><p>1) You're going from pass/fail on every roll to pass/fail, then if pass is it 5 or 10 above the DC - which is the DM may well have to determine - the players probably don't know the DC for most stuff. That's going to drastically slow things down, and that's before the consequences and so on have even been invoked.</p><p></p><p>2) This strongly favours really seriously stacking up modifiers if you can get them. Right now, there's no difference between passing a roll, and passing by a huge amount, which means things like expertise, large stat mods and so on are mostly helpful in negating the extreme variance on d20s, but here you can accrue an actual benefit. This means expertise is vastly more valuable, as is anything that lets you roll an extra die - like Bardic Inspiration, Guidance, and so on.</p><p></p><p>3) Also presumably if a low/equal pass means success and a consequence, a fail also means a consequence (or "hard move" as they'd say in PtbA). That's also not currently the case in D&D, and the high randomness of d20s is going to make outright fails on things your PC is supposed to be good at quite common (whereas they are quite rare in PtbA games - more often it's success and consequence). This will have an impact on the game. Possibly a positive one, because it'll mean people who are unlikely to succeed at something won't attempt to roll it, because of the potential consequence. But unless you handle it with a lot of care, it'll also make players who are good at things very cautious about doing any kind of skill roll, because the odds of outright failure are good, and if you're adding a hard move on top of that... I could see a lot of more cautious players kind of wanting to get Guidance and someone "helping" them (i.e. giving Advantage) before attempting to say, search a library. YMMV whether this is good or bad.</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 8057083, member: 18"] I'm a big fan of PtbA games, but not necessarily a big fan of this rule for two reasons: 1) You're going from pass/fail on every roll to pass/fail, then if pass is it 5 or 10 above the DC - which is the DM may well have to determine - the players probably don't know the DC for most stuff. That's going to drastically slow things down, and that's before the consequences and so on have even been invoked. 2) This strongly favours really seriously stacking up modifiers if you can get them. Right now, there's no difference between passing a roll, and passing by a huge amount, which means things like expertise, large stat mods and so on are mostly helpful in negating the extreme variance on d20s, but here you can accrue an actual benefit. This means expertise is vastly more valuable, as is anything that lets you roll an extra die - like Bardic Inspiration, Guidance, and so on. 3) Also presumably if a low/equal pass means success and a consequence, a fail also means a consequence (or "hard move" as they'd say in PtbA). That's also not currently the case in D&D, and the high randomness of d20s is going to make outright fails on things your PC is supposed to be good at quite common (whereas they are quite rare in PtbA games - more often it's success and consequence). This will have an impact on the game. Possibly a positive one, because it'll mean people who are unlikely to succeed at something won't attempt to roll it, because of the potential consequence. But unless you handle it with a lot of care, it'll also make players who are good at things very cautious about doing any kind of skill roll, because the odds of outright failure are good, and if you're adding a hard move on top of that... I could see a lot of more cautious players kind of wanting to get Guidance and someone "helping" them (i.e. giving Advantage) before attempting to say, search a library. YMMV whether this is good or bad. [/QUOTE]
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