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Restricting rerolls in D&D
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<blockquote data-quote="delericho" data-source="post: 5472839" data-attributes="member: 22424"><p>Well, fair enough. If we're desperately trying to escape a combat we can't win, but the only door is locked, do you allow our Rogue to retry his Thievery check every round?</p><p></p><p>If you do, you've just made it <em>much easier</em> to open that door while in combat than it is outside of combat! If you don't, you've stuck the party in a combat they neither win nor escape.</p><p></p><p>Or another example: If our Cleric is down and dying, do you allow us to retry Heal checks to stabilise him? Again, allow a reroll, and you make the check <em>much</em> easier. Don't do so, and a single failure is likely to doom the character.</p><p></p><p></p><p></p><p>Well, indeed. I actually said as much in the post you quoted!</p><p></p><p></p><p></p><p>If I have two minutes to open a door, I have a much greater chance to succeed than if I have two rounds! Now, this can either be modelled using multiple rolls, or by giving a bonus to a single roll, but it really should be reflected in the system one way or another.</p><p></p><p>(Incidentally, it was precisely this that was at the heart of the flaws with the original Skill Challenge system - using multiple rolls changes the probabilities of success in a manner that is not immediately obvious. WotC's system made Skill Challenges too hard. Enforce a single roll, without some sort of correction for time available, and you are doing essentially the same thing.)</p><p></p><p></p><p></p><p>If the DC of the check is 20, and I have a +5 modifier, then I need a 15 or better on the die - a 30% chance of success.</p><p></p><p>If you give me one roll, then, I have a 30% chance of getting the jar open.</p><p></p><p>If you give me a dozen rolls, my chance of success is (1 - (0.7 ^ 12)) = 98.6%.</p><p></p><p>It's not a small difference - it's the difference between probable failure and near-certain success.</p><p></p><p></p><p></p><p>He could, in the same way he could secretly add 20 to the DC. He <em>shouldn't</em> for the same reason.</p><p></p><p></p><p></p><p>If time isn't a factor, a sensible group will apply the "take 20" rule, and skip rolling entirely. (Although, I've just noticed that "take 20" isn't in my 4e PHB. Hopefully just an oversight by WotC. In any case, if time isn't a factor, and it's within the abilities of the character, the DM should just "say yes".)</p></blockquote><p></p>
[QUOTE="delericho, post: 5472839, member: 22424"] Well, fair enough. If we're desperately trying to escape a combat we can't win, but the only door is locked, do you allow our Rogue to retry his Thievery check every round? If you do, you've just made it [i]much easier[/i] to open that door while in combat than it is outside of combat! If you don't, you've stuck the party in a combat they neither win nor escape. Or another example: If our Cleric is down and dying, do you allow us to retry Heal checks to stabilise him? Again, allow a reroll, and you make the check [i]much[/i] easier. Don't do so, and a single failure is likely to doom the character. Well, indeed. I actually said as much in the post you quoted! If I have two minutes to open a door, I have a much greater chance to succeed than if I have two rounds! Now, this can either be modelled using multiple rolls, or by giving a bonus to a single roll, but it really should be reflected in the system one way or another. (Incidentally, it was precisely this that was at the heart of the flaws with the original Skill Challenge system - using multiple rolls changes the probabilities of success in a manner that is not immediately obvious. WotC's system made Skill Challenges too hard. Enforce a single roll, without some sort of correction for time available, and you are doing essentially the same thing.) If the DC of the check is 20, and I have a +5 modifier, then I need a 15 or better on the die - a 30% chance of success. If you give me one roll, then, I have a 30% chance of getting the jar open. If you give me a dozen rolls, my chance of success is (1 - (0.7 ^ 12)) = 98.6%. It's not a small difference - it's the difference between probable failure and near-certain success. He could, in the same way he could secretly add 20 to the DC. He [i]shouldn't[/i] for the same reason. If time isn't a factor, a sensible group will apply the "take 20" rule, and skip rolling entirely. (Although, I've just noticed that "take 20" isn't in my 4e PHB. Hopefully just an oversight by WotC. In any case, if time isn't a factor, and it's within the abilities of the character, the DM should just "say yes".) [/QUOTE]
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