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Restricting rerolls in D&D
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<blockquote data-quote="Simm" data-source="post: 5472645" data-attributes="member: 41793"><p>Hmm, from a game flow perspective I can see his point, rolls in a game break flow and damage emersion. Therefore the number of rolls in an encounter should be kept to a bare minimum (this is also why I'm not a fan of parry rolls or miss chances). However there is no reason in most situations why the characters should not me able to retry until they succeed or realize that the task is impossible in the current cricumstances.</p><p></p><p>If we view the problem as: I want to prevent players taking longer to complete a task in real time than they currently are by making multiple rolls to accomplish a task, then I can see ywo obivous solutions.</p><p>1. As a DM when the players attempt a roll and fail say "you fail, would you like to take 20?" players often forget that taking 10/20 is an option in the heat of the moment.</p><p>2. Disallow rerolls on most checks as the article suggests. In this case I would also make two further changes. I would lower the DCs on most skill or ability checks by 5 to 10 in order to preserve the success rate of the party in accomplishing goals, and I would make most of these new checks take longer than a standard action because they now represent the total attempts of a individual to accomplish a goal rather than a single attempt.</p></blockquote><p></p>
[QUOTE="Simm, post: 5472645, member: 41793"] Hmm, from a game flow perspective I can see his point, rolls in a game break flow and damage emersion. Therefore the number of rolls in an encounter should be kept to a bare minimum (this is also why I'm not a fan of parry rolls or miss chances). However there is no reason in most situations why the characters should not me able to retry until they succeed or realize that the task is impossible in the current cricumstances. If we view the problem as: I want to prevent players taking longer to complete a task in real time than they currently are by making multiple rolls to accomplish a task, then I can see ywo obivous solutions. 1. As a DM when the players attempt a roll and fail say "you fail, would you like to take 20?" players often forget that taking 10/20 is an option in the heat of the moment. 2. Disallow rerolls on most checks as the article suggests. In this case I would also make two further changes. I would lower the DCs on most skill or ability checks by 5 to 10 in order to preserve the success rate of the party in accomplishing goals, and I would make most of these new checks take longer than a standard action because they now represent the total attempts of a individual to accomplish a goal rather than a single attempt. [/QUOTE]
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