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[rant]The conservatism of D&D fans is exhausting.
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<blockquote data-quote="AlViking" data-source="post: 9676137" data-attributes="member: 6906980"><p>I agree for the most part but there are times when a failure is just not moving forward. If someone is searching a room a check may fail and they don't find a secret compartment. It's not that the roll was pointless, it's that as GM I thought it was possible but not guaranteed that they would find the compartment. There wasn't any negative consequence other than a potential loss of treasure or a missed clue that would have helped them solve the mystery.</p><p></p><p>As far as dungeon exploration and the like, I just ask people how quick they want to be and we narrate the result and I'll use passive values adjusted by how careful they're being. Sometimes there's a ticking clock they're aware of, sometimes there's one and they don't know. In general the more time they spend the more likely they are to have something nasty wandering around is going to bump into them, but that depends on the scenario. On the other hand if I ask for a check to see if they open a lock, what I'm really looking for in most cases is how long it's going to open the lock. Is it done in seconds or does it take several minutes? Again, the characters may or may not know of time pressure.</p><p></p><p>I don't have hard and fast rules for this stuff (and don't want any), it's more about the player interacting with the world through their character along with pacing of the game at the table. If in-game they want to take hours taking apart every piece of furniture in a room and prying up every board they can, whether or not there are consequences to that decision is independent of the decision. I'm just not going to waste time at the game table making that happen.</p></blockquote><p></p>
[QUOTE="AlViking, post: 9676137, member: 6906980"] I agree for the most part but there are times when a failure is just not moving forward. If someone is searching a room a check may fail and they don't find a secret compartment. It's not that the roll was pointless, it's that as GM I thought it was possible but not guaranteed that they would find the compartment. There wasn't any negative consequence other than a potential loss of treasure or a missed clue that would have helped them solve the mystery. As far as dungeon exploration and the like, I just ask people how quick they want to be and we narrate the result and I'll use passive values adjusted by how careful they're being. Sometimes there's a ticking clock they're aware of, sometimes there's one and they don't know. In general the more time they spend the more likely they are to have something nasty wandering around is going to bump into them, but that depends on the scenario. On the other hand if I ask for a check to see if they open a lock, what I'm really looking for in most cases is how long it's going to open the lock. Is it done in seconds or does it take several minutes? Again, the characters may or may not know of time pressure. I don't have hard and fast rules for this stuff (and don't want any), it's more about the player interacting with the world through their character along with pacing of the game at the table. If in-game they want to take hours taking apart every piece of furniture in a room and prying up every board they can, whether or not there are consequences to that decision is independent of the decision. I'm just not going to waste time at the game table making that happen. [/QUOTE]
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[rant]The conservatism of D&D fans is exhausting.
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