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My one and only houserule: consequences & opportunities
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<blockquote data-quote="Bihlbo" data-source="post: 8057241" data-attributes="member: 9961"><p>I'm absolutely not at all in favor of adding penalties to a successful die roll. A DC is what you have to get to succeed. It's not what you have to get to slip and fall while trying to serve drinks. If you want consequences, let it apply to a failure instead of to not hitting the <em>real</em> DC, 5 higher. </p><p></p><p>If you're making it clear that the PCs are suffering consequences (nearly) every time they make a check, that just tells them to stop trying to make checks. I don't get why you can't just introduce complications <em>qua complications</em>, on your own, whenever you want, instead of as a penalty for trying to roll dice. If you think it's cool for the game that Kelly had a slip while serving drinks, just tell her it happened. She doesn't need to fail a roll for you to DM the game. That's why this is a bad rule in other systems too. I don't need a rule telling me to quantify and measure events happening to the characters. Bears fall when I <em>want</em> bears to fall.</p><p></p><p>I'm fuzzy on what you intend to use as consequences. Since this is your rule, your rule needs to explain what a complication is and is not, and when it's appropriate. There are situations where a consequence isn't fitting (with the exception of the Charisma skills), and there are a lot of checks that leave me scratching my head as to how I would complicate them as a result of an ability check. </p><p></p><p>Here are some rolls a player would call for, and you can either give answers or just think about them, I don't care. Assume the player hits the DC +1 and so they succeed with a consequence; what is that consequence?</p><p></p><p>1. What does my character know about vampires? I want to make an Intelligence check.</p><p>2. I'm the first to jump across the gap over the endless chasm, because my Athletics modifier is the best. I only have to roll a 3 to succeed, even though it's a 10' jump.</p><p>3. I make a Medicine check to stabilize her.</p><p>4. I make a shove attack, my Athletics was 16. Roll Acrobatics or Athletics to beat my roll.</p><p>5. When I get behind the wall I use Cunning Action to make a Stealth check. I want to go through this pantry to get behind the zombies.</p><p>6. Can I make an Insight check to see if she's telling the truth?</p><p>7. Since no one is around, I'm not trying to be that quiet while I make a check to use my tools to open this lock.</p><p>8. Oh good, I got an 11 on my Concentration check.</p></blockquote><p></p>
[QUOTE="Bihlbo, post: 8057241, member: 9961"] I'm absolutely not at all in favor of adding penalties to a successful die roll. A DC is what you have to get to succeed. It's not what you have to get to slip and fall while trying to serve drinks. If you want consequences, let it apply to a failure instead of to not hitting the [I]real[/I] DC, 5 higher. If you're making it clear that the PCs are suffering consequences (nearly) every time they make a check, that just tells them to stop trying to make checks. I don't get why you can't just introduce complications [I]qua complications[/I], on your own, whenever you want, instead of as a penalty for trying to roll dice. If you think it's cool for the game that Kelly had a slip while serving drinks, just tell her it happened. She doesn't need to fail a roll for you to DM the game. That's why this is a bad rule in other systems too. I don't need a rule telling me to quantify and measure events happening to the characters. Bears fall when I [I]want[/I] bears to fall. I'm fuzzy on what you intend to use as consequences. Since this is your rule, your rule needs to explain what a complication is and is not, and when it's appropriate. There are situations where a consequence isn't fitting (with the exception of the Charisma skills), and there are a lot of checks that leave me scratching my head as to how I would complicate them as a result of an ability check. Here are some rolls a player would call for, and you can either give answers or just think about them, I don't care. Assume the player hits the DC +1 and so they succeed with a consequence; what is that consequence? 1. What does my character know about vampires? I want to make an Intelligence check. 2. I'm the first to jump across the gap over the endless chasm, because my Athletics modifier is the best. I only have to roll a 3 to succeed, even though it's a 10' jump. 3. I make a Medicine check to stabilize her. 4. I make a shove attack, my Athletics was 16. Roll Acrobatics or Athletics to beat my roll. 5. When I get behind the wall I use Cunning Action to make a Stealth check. I want to go through this pantry to get behind the zombies. 6. Can I make an Insight check to see if she's telling the truth? 7. Since no one is around, I'm not trying to be that quiet while I make a check to use my tools to open this lock. 8. Oh good, I got an 11 on my Concentration check. [/QUOTE]
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