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*Pathfinder & Starfinder
Narrative Space Options for non-spellcasters
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<blockquote data-quote="sheadunne" data-source="post: 6151002" data-attributes="member: 27570"><p>One and done usually isn't very rewarding, especially in this case where it's an exchange for roleplaying. </p><p></p><p>D&D currently doesn't have a complications system, but I think it could use one, especially with skills. Would a success system (roll a handful of dice and any number over x is a success) be a good way to resolve this, rather than doing math with each roll for each skill? Perhaps each failure places your character further away from the end goal. No successes would mean a really bad complication.</p><p></p><p>If you needed 5 successes (because there's say 5 parts to the plan) to infiltrate the palace and end up behind the king, each success puts your closer to that goal. If the goal looked like this . . . </p><p></p><p>0) Outside the caste ----> 1) disguise yourself as a serving man -----> 2) sneak into the kitchen -----> 3) Hide from anyone who knows you -----> 4) maneuver around the guards surrounding the king ----- > 5) appear behind the king</p><p></p><p>If you only rolled 2 successes you got discovered in the kitchen and weren't able to make it. If you rolled three success, maybe someone recognized you, etc. All failures might result in getting caught and put in jail or some other big upset.</p><p></p><p>Anyway, I don't think D&D has ever had a success system in the game so it probably wouldn't be a good fit. I just think that introducing mechanical complications requires a different system than the standard used in D&D.</p></blockquote><p></p>
[QUOTE="sheadunne, post: 6151002, member: 27570"] One and done usually isn't very rewarding, especially in this case where it's an exchange for roleplaying. D&D currently doesn't have a complications system, but I think it could use one, especially with skills. Would a success system (roll a handful of dice and any number over x is a success) be a good way to resolve this, rather than doing math with each roll for each skill? Perhaps each failure places your character further away from the end goal. No successes would mean a really bad complication. If you needed 5 successes (because there's say 5 parts to the plan) to infiltrate the palace and end up behind the king, each success puts your closer to that goal. If the goal looked like this . . . 0) Outside the caste ----> 1) disguise yourself as a serving man -----> 2) sneak into the kitchen -----> 3) Hide from anyone who knows you -----> 4) maneuver around the guards surrounding the king ----- > 5) appear behind the king If you only rolled 2 successes you got discovered in the kitchen and weren't able to make it. If you rolled three success, maybe someone recognized you, etc. All failures might result in getting caught and put in jail or some other big upset. Anyway, I don't think D&D has ever had a success system in the game so it probably wouldn't be a good fit. I just think that introducing mechanical complications requires a different system than the standard used in D&D. [/QUOTE]
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