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Restricting rerolls in D&D
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<blockquote data-quote="Janx" data-source="post: 5472693" data-attributes="member: 8835"><p>I like where Simm is heading. What is the problems to solve and example scenarios to prevent misuse. What is the simplest set of mechanisms to resolve a skill check and prevent problems?</p><p></p><p>Examples of skill usages:</p><ol> <li data-xf-list-type="ol">opening the pickle jar</li> <li data-xf-list-type="ol">Jumping across a gap</li> <li data-xf-list-type="ol">attacking after a miss</li> <li data-xf-list-type="ol">repeated pick lock attempts</li> <li data-xf-list-type="ol">searching a room</li> <li data-xf-list-type="ol">Trying to change somebody's mind</li> <li data-xf-list-type="ol">Conga line skill attempts by each PC</li> </ol><p></p><p>We could all live without the embarrassment of the wife opening the wimp opening the pickle jar after mr. Muscles failed. The no-reroll rule doesn't hurt here.</p><p></p><p>Jumping and failing kind of takes care of itself</p><p></p><p>Missing in combat has a consequence. Your enemy lives to make an attack against you. In fact, this reveals the concern with allowing re-rolls on other skill checks.</p><p></p><p>If your thief fails to pick the lock, what happens? Time passes? Some GMs don't think to bring in a Wandering Monster or other consequence. So the result is, failure is FREE. Unlike all the other times.</p><p></p><p>Failure should probably not be free. It should cost money to get more parts/tools. Your hands should get tired, making subsequent attempts harder. Time passing should have a negative consequence. Or you should only get one chance, the one that matters.</p><p></p><p>If you do limit a check to 1 try, I recommend:</p><ul> <li data-xf-list-type="ul">always use the highest skill level in the party</li> <li data-xf-list-type="ul">Add in helper bonuses for the other PCs who can help</li> </ul><p></p><p>If you allow a re-roll, there must be a consequence:</p><ul> <li data-xf-list-type="ul">PC used up resources to improve their chance</li> <li data-xf-list-type="ul">PC is tired, so the next attempt is harder (DC increased)</li> <li data-xf-list-type="ul">Time went by, bas stuff happens as a result</li> </ul><p></p><p></p><p>I actually pre-roll Spot checks for dungeons on this best-1-roll premise. Before the game starts, I roll for all the hidden stuff. That way, when I reveal the room, I reveal the extra information as part of the description. Rather than wasting time doing rolls. Though for the pre-Spot check, I do it individually as that's a solo activity.</p></blockquote><p></p>
[QUOTE="Janx, post: 5472693, member: 8835"] I like where Simm is heading. What is the problems to solve and example scenarios to prevent misuse. What is the simplest set of mechanisms to resolve a skill check and prevent problems? Examples of skill usages: [LIST=1] [*]opening the pickle jar [*]Jumping across a gap [*]attacking after a miss [*]repeated pick lock attempts [*]searching a room [*]Trying to change somebody's mind [*]Conga line skill attempts by each PC [/LIST] We could all live without the embarrassment of the wife opening the wimp opening the pickle jar after mr. Muscles failed. The no-reroll rule doesn't hurt here. Jumping and failing kind of takes care of itself Missing in combat has a consequence. Your enemy lives to make an attack against you. In fact, this reveals the concern with allowing re-rolls on other skill checks. If your thief fails to pick the lock, what happens? Time passes? Some GMs don't think to bring in a Wandering Monster or other consequence. So the result is, failure is FREE. Unlike all the other times. Failure should probably not be free. It should cost money to get more parts/tools. Your hands should get tired, making subsequent attempts harder. Time passing should have a negative consequence. Or you should only get one chance, the one that matters. If you do limit a check to 1 try, I recommend: [LIST] [*]always use the highest skill level in the party [*]Add in helper bonuses for the other PCs who can help [/LIST] If you allow a re-roll, there must be a consequence: [LIST] [*]PC used up resources to improve their chance [*]PC is tired, so the next attempt is harder (DC increased) [*]Time went by, bas stuff happens as a result [/LIST] I actually pre-roll Spot checks for dungeons on this best-1-roll premise. Before the game starts, I roll for all the hidden stuff. That way, when I reveal the room, I reveal the extra information as part of the description. Rather than wasting time doing rolls. Though for the pre-Spot check, I do it individually as that's a solo activity. [/QUOTE]
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