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<blockquote data-quote="Lanefan" data-source="post: 7297374" data-attributes="member: 29398"><p>True; "are you sure?" is often the DM's final warning. Heard and said it many times, I have. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Sometimes, yes; but in this particular example probably not.</p><p></p><p>An exploding door is probably only going to be able to explode once. After that there's no door left.</p><p></p><p>Which, come to think of it, would be a good "tell" to have placed earlier in the Hall of Doors: a missing door surrounded by shrapnel, char marks, and scattered body parts. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p></p><p>Agreed.</p><p></p><p>I don't mind a slower game.</p><p></p><p>The paralysis often happens because nobody's willing to be courageous and just try the door. What results is the classic Canadian standoff: "After you." "No, you first; I insist."</p><p></p><p>Wouldn't work here, mostly because long ago I had to seriously smack down on "take backs" after some heated arguments, not just between me and players but between players. Thus the not-really-rule-but-more-like-guideline here is if you say you're doing something, you're committed to it.</p><p></p><p>So I could hold up my hand, finish speaking, and then narrate the results of the declared action...the end result would be exactly the same. Quicker just to respond immediately to the declared action.</p><p></p><p>Fair enough. I prefer moving away from "I try again." <fail> "I try again." <fail> to in effect batching all those tries into one roll.</p><p></p><p>It also changes the dynamics. If you allow endless tries (essentially, take-20) then the only thing determining success or failure is the DC of the task at hand - in a completely binary fashion you can either beat it or you can't. Random variability or the character having an off day is removed from the equation, which I don't like at all. I much prefer the realism of sometimes you'll succeed, sometimes you won't.</p><p></p><p>The problem with this is it's giving the players (and thus, characters) information that they simply shouldn't have.</p><p></p><p>Someone failing a search, for example, has no way of knowing in character whether the failure is due to their missing what was there to find or due to there being nothing there to find at all. Thus the player shouldn't know this either, as this knowledge may unduly affect what happens next.</p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7297374, member: 29398"] True; "are you sure?" is often the DM's final warning. Heard and said it many times, I have. :) Sometimes, yes; but in this particular example probably not. An exploding door is probably only going to be able to explode once. After that there's no door left. Which, come to think of it, would be a good "tell" to have placed earlier in the Hall of Doors: a missing door surrounded by shrapnel, char marks, and scattered body parts. :) Agreed. I don't mind a slower game. The paralysis often happens because nobody's willing to be courageous and just try the door. What results is the classic Canadian standoff: "After you." "No, you first; I insist." Wouldn't work here, mostly because long ago I had to seriously smack down on "take backs" after some heated arguments, not just between me and players but between players. Thus the not-really-rule-but-more-like-guideline here is if you say you're doing something, you're committed to it. So I could hold up my hand, finish speaking, and then narrate the results of the declared action...the end result would be exactly the same. Quicker just to respond immediately to the declared action. Fair enough. I prefer moving away from "I try again." <fail> "I try again." <fail> to in effect batching all those tries into one roll. It also changes the dynamics. If you allow endless tries (essentially, take-20) then the only thing determining success or failure is the DC of the task at hand - in a completely binary fashion you can either beat it or you can't. Random variability or the character having an off day is removed from the equation, which I don't like at all. I much prefer the realism of sometimes you'll succeed, sometimes you won't. The problem with this is it's giving the players (and thus, characters) information that they simply shouldn't have. Someone failing a search, for example, has no way of knowing in character whether the failure is due to their missing what was there to find or due to there being nothing there to find at all. Thus the player shouldn't know this either, as this knowledge may unduly affect what happens next. Lanefan [/QUOTE]
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