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General Tabletop Discussion
*Dungeons & Dragons
Perception, Passive Perception, and Investigation
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<blockquote data-quote="Starfox" data-source="post: 8205495" data-attributes="member: 2303"><p>This is another fail forward technique, a very simple one. When you really want the players to succeed, but you want them to feel they earned that success, this is a technique you can use. It has its flaws, but used in moderation it can work. I like to call this "roll until success".</p><ul style="margin-left: 20px"> <li data-xf-list-type="ul">There is a secret door here, roll Investigation to see if you understand how it works. [fail]</li> <li data-xf-list-type="ul">You work the door roughly, and risk making excessive noise. Roll Stealth. [fail]</li> <li data-xf-list-type="ul">The doors is now overbalanced and might crash to the floor, making a huge noise! Roll Strength to catch it! [fail]</li> <li data-xf-list-type="ul">And so on, and on, and on...</li> </ul><p>The opposite "technique" is "roll until fail" and is really bad but easy to fall into as a GM.</p><ul style="margin-left: 20px"> <li data-xf-list-type="ul">There is a secret door here, roll Investigation to see if you understand how it works. [succeed]</li> <li data-xf-list-type="ul">You work the door properly, see if you can also work it silently. Roll Stealth. [succeed]</li> <li data-xf-list-type="ul">The doors is heavy. Roll Strength! [success]</li> <li data-xf-list-type="ul">And so on, and on, until the character fails, likely sooner than later</li> </ul><p>A wiser option might be to negotiate GM to Player on what skill (+attribute) to use, and let the player use one the character is good at if they make a decent argument for it. [Sorry if these options and examples are trite to you, dear reader. ]</p></blockquote><p></p>
[QUOTE="Starfox, post: 8205495, member: 2303"] This is another fail forward technique, a very simple one. When you really want the players to succeed, but you want them to feel they earned that success, this is a technique you can use. It has its flaws, but used in moderation it can work. I like to call this "roll until success". [INDENT][LIST] [*]There is a secret door here, roll Investigation to see if you understand how it works. [fail] [*]You work the door roughly, and risk making excessive noise. Roll Stealth. [fail] [*]The doors is now overbalanced and might crash to the floor, making a huge noise! Roll Strength to catch it! [fail] [*]And so on, and on, and on... [/LIST][/INDENT] The opposite "technique" is "roll until fail" and is really bad but easy to fall into as a GM. [INDENT][LIST] [*]There is a secret door here, roll Investigation to see if you understand how it works. [succeed] [*]You work the door properly, see if you can also work it silently. Roll Stealth. [succeed] [*]The doors is heavy. Roll Strength! [success] [*]And so on, and on, until the character fails, likely sooner than later [/LIST][/INDENT] A wiser option might be to negotiate GM to Player on what skill (+attribute) to use, and let the player use one the character is good at if they make a decent argument for it. [Sorry if these options and examples are trite to you, dear reader. ] [/QUOTE]
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