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Restricting rerolls in D&D
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<blockquote data-quote="Krensky" data-source="post: 5472151" data-attributes="member: 30936"><p>I don't necessarily agree with no allowing rerolls, but it's sort of nuanced.</p><p></p><p>The specifics terms here are from Spycraft 2.0 and Fantasy Craft, but the concepts apply to pretty much any game I've played or ran.</p><p></p><p>If the PCs can not fail, whether it's because their bonus is the DC-1 (which also means they can't fumble) or higher, they have time to Take 10 or 20 and that will succeed, or some other reason, I don't bother rolling. Their are a few exceptions to this due to the peculiarities of Action Dice, criticals, and multiple levels of success. In general though, no chance of failure means no roll.</p><p></p><p>Rerolls typically have consequences. Typically because the PCs are under some sort of pressure or threat so they can't Take 10 or 20.</p><p></p><p>If it's a check where only one participant needs to succeed, like searching for a secret door, only the person with the highest total bonus rolls.</p><p></p><p>If it's a check were only one person needs to fail to screw it all up, like sneaking past some guards, only the person with the lowest total bonus rolls.</p><p></p><p>If the DC is greater then their bonus plus 20, I will usually give them some sort of hint. They can still try, but they should have a feeling going in what sort challenge their facing. Action Dice, even though they explode, only go so far.</p></blockquote><p></p>
[QUOTE="Krensky, post: 5472151, member: 30936"] I don't necessarily agree with no allowing rerolls, but it's sort of nuanced. The specifics terms here are from Spycraft 2.0 and Fantasy Craft, but the concepts apply to pretty much any game I've played or ran. If the PCs can not fail, whether it's because their bonus is the DC-1 (which also means they can't fumble) or higher, they have time to Take 10 or 20 and that will succeed, or some other reason, I don't bother rolling. Their are a few exceptions to this due to the peculiarities of Action Dice, criticals, and multiple levels of success. In general though, no chance of failure means no roll. Rerolls typically have consequences. Typically because the PCs are under some sort of pressure or threat so they can't Take 10 or 20. If it's a check where only one participant needs to succeed, like searching for a secret door, only the person with the highest total bonus rolls. If it's a check were only one person needs to fail to screw it all up, like sneaking past some guards, only the person with the lowest total bonus rolls. If the DC is greater then their bonus plus 20, I will usually give them some sort of hint. They can still try, but they should have a feeling going in what sort challenge their facing. Action Dice, even though they explode, only go so far. [/QUOTE]
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