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[rant]The conservatism of D&D fans is exhausting.
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<blockquote data-quote="AlViking" data-source="post: 9676426" data-attributes="member: 6906980"><p>For picking locks, if they fail by 10 or more the lock can't be picked. Fail by less than 10 and it's just going to take a while. As far as persuasion it just depends on what the check is for, I sure hope you don't start combat just because you can't get a discount on that smoothie! But most of the time I just judge it based on the current scenario, maybe it makes negotiations more intense but you continue on or if the roll is really below the target a fight starts. </p><p></p><p>But the point is that I'm judging results of failure based on the scenario. I'm not looking for a way to punish or make failure "interesting" by inventing some negative because that's just not how my game works. Failure can just be a lack of forward progress.</p></blockquote><p></p>
[QUOTE="AlViking, post: 9676426, member: 6906980"] For picking locks, if they fail by 10 or more the lock can't be picked. Fail by less than 10 and it's just going to take a while. As far as persuasion it just depends on what the check is for, I sure hope you don't start combat just because you can't get a discount on that smoothie! But most of the time I just judge it based on the current scenario, maybe it makes negotiations more intense but you continue on or if the roll is really below the target a fight starts. But the point is that I'm judging results of failure based on the scenario. I'm not looking for a way to punish or make failure "interesting" by inventing some negative because that's just not how my game works. Failure can just be a lack of forward progress. [/QUOTE]
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[rant]The conservatism of D&D fans is exhausting.
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