Maxperson
Morkus from Orkus
Seriously? You cut out the part about players rolling for stats and then ask that question?!But not if that roll is made by the player?
Seriously? You cut out the part about players rolling for stats and then ask that question?!But not if that roll is made by the player?
Are all those things in the skill description of the rulebook you're using?Yes. Lockpicking quickly so that you are not hunched over a lock suspiciously for long is a key part of the skill. Doing so without leaving obvious damage to the lock indicating it's been compromised is part of the skill. Doing so quietly so as not to draw attention during the attempt is part of the skill.
Because this doesn't move the game along or provide an interesting consequence. It's merely punitive. Or worse, if the thief had checked for traps and rolled well--yes, there are traps the thief might not be able to see, but you're making one up here on the spot for no reason other than to "fail backwards."
(The last one is, IMO, pretty dumb. You're assuming that part of the thief's door-checking routine doesn't involve checking to see if the door is opened. If you did that to me, I'd start narrating every time I inhale, just in case you decided I was holding my breath. I'd make a little recording and have it play on a loop.)
Lockpicks are very thin and fragile; having them break often is fairly logical, unless they're made of, like, mithril.
Fail forward takes this into effect. Here's something I found on an old reddit post, with the idea that the PC is chasing a mysterious assassin:
Note that none of these involve the PC automatically catching the assassin. What they all do is make the adventure continue to move.
When it comes to picking the lock, if there's no consequences for failure other than "nothing happens"--there's no deadline they have to beat, no monsters or guards that might find them if they take too long, nobody relying on them, nothing to learn from the lock itself, a failure simply means "nothing happens"--then why have them roll at all? Why not just say that the thief picks the lock? Having them roll, whether it's a failure or a success, is just a waste of time.
That's why there's usually multiple things that can happen in a fail forward, not just "noise."
One, picking the lock in a fail forward game is generating the result fully using a mechanic.That you are picking one instead of generating the result fully via a mechanic (like a table) is the quantum-like state (honestly describing this as quantum like probably harms the explanatory power more than helps but it’s a fairly common description so what can one do?)
So basically a video game with a large but limited tree of options.In an ideal, maybe ‘platonic’ traditional game the result is going to be either 1) prefilled random table driven or 2) extrapolated directly from established and preauthored facts.
So something made up to fit the circumstances is inherently less plausible than something rolled on a table?For 2) there is an implicit plausibility test such that extremely implausible scenarios are filtered out and in the case more than 1 remains they are weighted appropriately and rolled for. But this part is mostly beside the overall point.
By what makes sense.The recurring issue is in how you are picking the particular result. (Which isn’t an issue in itself, but it does have pros and cons for different player experiences.)
We weren't talking about that case. But let's examine it...it looks something like "bad lock pick => time spent => random encounter roll => cook".It seems well within the trad approach for the DM to roll a random encounter because of the rogue’s lock picking failure. So how is the cook being the result of a random encounter roll any less « created out of thin air » than in the fail forward example?
Daggerheart defines it like this
FAILING FORWARDIn Daggerheart, every time you roll the dice, the scene changes in some way. There is no such thing as a roll where “nothing happens,” because the fiction constantly evolves based on the successes and failures of the characters.And it's clear from the rest of the text, examples, actual plays, that failure can mean you don't open the lock. The designer's purpose seems similar to that of 5e i.e. "consequences resolution". What I wonder is if others take fail forward to properly include not opening the lock (as an option), just so long as there are consequences?
I believe it was @Maxperson that introduced this use of challenge. When I replied to his concerns, I thought it made sense to adapt the language he seemed to want to use to discuss these matters.I worry whenever "challenge" gets used this way. There's nothing challenging about a die roll; you don't demonstrate more or less skill by rolling a 5 or a 15. The challenge is the problem (getting the heirloom off the mantle or whatever) and all of the rolls and action declarations are tools to do that thing.
The challenge is in structuring your choice of tools to get what you want and avoid negative consequences. If you can't do that, then it isn't a challenge at all, it's just a prompt to determine what comes next.
Not in the Aristotelian sense. This is different from me saying they are morally wrong.So games that are primarily improvised are... not virtuous?
I'm focusing on the cook example because that's what we're discussing. Don't read that as saying that's the only thing that I think can happen.You're hung up on the cook.
In lock picking, fail forward means, you get in, but there's a complication of some sort. Such as:
Pick one. There doesn't have to be a quantum anything; three of those results require nothing but the PC.
- you lose or break your tools
- you startle someone who is in the room and they make a noise, alerting others
- you cause an inordinate amount of noise doing so, alerting others
- you leave evidence behind that can be tracked to you
- you hurt yourself in the process
- someone sees you and doesn't immediately scream, but they can ID you later on
Who was trying to sell someone? Not me. Not @Umbran that I could tell.The point of "make it some other complication" isn't trying to sell you on it. It's to address the faulty way the technique is being described. Acting like any of this is trying to sell anyone on anything in this thread is missing the point from my perspective.
But it wasn't in response to the actual attempt to break in. It was in response to needing to know who was in the house and where.
Again, you probably don't see the distinction. Others do.
Daggerheart defines it like this
FAILING FORWARDIn Daggerheart, every time you roll the dice, the scene changes in some way. There is no such thing as a roll where “nothing happens,” because the fiction constantly evolves based on the successes and failures of the characters.And it's clear from the rest of the text, examples, actual plays, that failure can mean you don't open the lock. The designer's purpose seems similar to that of 5e i.e. "consequences resolution". What I wonder is if others take fail forward to properly include not opening the lock (as an option), just so long as there are consequences?
Seriously? You cut out the part about players rolling for stats and then ask that question?!
Are all those things in the skill description of the rulebook you're using?