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Restricting rerolls in D&D
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<blockquote data-quote="Macbeth" data-source="post: 5472880" data-attributes="member: 11259"><p>Well, ideally, the people who design the game have figured this out and the game tells what a roll means, when it can be retried, etc.</p><p></p><p>In by-the-book D&D, I'd let them retry. In my D&D, I'd not let them retry, but take that into account when setting the DC/making the skill challenge. In Burning Wheel, I wouldn't let them retry without significant change in circumstances. In Apocalypse World, they can retry, but failure has consequences, which might block a retry.</p><p></p><p></p><p>Woah, wait a second, you're assuming a lot of other factors here. An otherwise unwinnable fight, for one.</p><p></p><p>I'm also not 100% sold that it's easier. 'Easy' is a tough word to use here. Yes, they are more likely to succeed on the roll, but they're also more likely to suffer the consequences. Ignoring a fight to pick a lock is a big deal.</p><p></p><p></p><p>The rules tell me to allow multiple rolls, so I do. At the risk of being Forge-y: system matters.</p><p></p><p>I also think that makes sense with changing circumstances: something significant has changed between rolls, they're now closer to death.</p><p></p><p></p><p>I know!</p><p></p><p></p><p></p><p></p><p>Yeah, totally. There's different approaches to represent the benefit of having time to work: Taking 10/20 in D&D, working patiently in Burning Wheel, etc. There's also the GM judgment call, of course: I often have things that require rolls during combat (say, opening a door) but don't once you have time. I basically assume that someone has the bonus and can take 10 and get on with the game. Only make rolls when there's something to lose.</p><p></p><p></p><p></p><p>Well, okay, you and I both know that, but does some other DM? From a quick flip through the PHB and DMG (I don't have essentials on hand) a specific skill challenge can say a skill can only be used once, but there's nothing else about retries. There is, however, talk about fudging, setting DCs, etc. So the game doesn't really say I can't keep asking for Stealth checks whenever I feel like it, outside of combat and skill challenges.</p><p></p><p></p><p></p><p></p><p>I would take it a step further than that (and the skill discussion in the PHB and DMG seems to agree): I wouldn't make them roll when there aren't interesting consequences. Time is an obvious one, with being found out and so on, but it's not the only one.</p></blockquote><p></p>
[QUOTE="Macbeth, post: 5472880, member: 11259"] Well, ideally, the people who design the game have figured this out and the game tells what a roll means, when it can be retried, etc. In by-the-book D&D, I'd let them retry. In my D&D, I'd not let them retry, but take that into account when setting the DC/making the skill challenge. In Burning Wheel, I wouldn't let them retry without significant change in circumstances. In Apocalypse World, they can retry, but failure has consequences, which might block a retry. Woah, wait a second, you're assuming a lot of other factors here. An otherwise unwinnable fight, for one. I'm also not 100% sold that it's easier. 'Easy' is a tough word to use here. Yes, they are more likely to succeed on the roll, but they're also more likely to suffer the consequences. Ignoring a fight to pick a lock is a big deal. The rules tell me to allow multiple rolls, so I do. At the risk of being Forge-y: system matters. I also think that makes sense with changing circumstances: something significant has changed between rolls, they're now closer to death. I know! Yeah, totally. There's different approaches to represent the benefit of having time to work: Taking 10/20 in D&D, working patiently in Burning Wheel, etc. There's also the GM judgment call, of course: I often have things that require rolls during combat (say, opening a door) but don't once you have time. I basically assume that someone has the bonus and can take 10 and get on with the game. Only make rolls when there's something to lose. Well, okay, you and I both know that, but does some other DM? From a quick flip through the PHB and DMG (I don't have essentials on hand) a specific skill challenge can say a skill can only be used once, but there's nothing else about retries. There is, however, talk about fudging, setting DCs, etc. So the game doesn't really say I can't keep asking for Stealth checks whenever I feel like it, outside of combat and skill challenges. I would take it a step further than that (and the skill discussion in the PHB and DMG seems to agree): I wouldn't make them roll when there aren't interesting consequences. Time is an obvious one, with being found out and so on, but it's not the only one. [/QUOTE]
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