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Restricting rerolls in D&D
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<blockquote data-quote="pemerton" data-source="post: 5473299" data-attributes="member: 42582"><p>A simulatonist/non-simulationist spin can be put on this, but it doesn't have to be.</p><p></p><p>In AD&D, with one minute rounds, if I miss my one good shot I don't get another go <em>in that round</em>. The die roll represents all my best efforts for the round. Also in AD&D, if a thief misses a find traps, open lock or read languages check, they don't get another try until they gain a level. Again, the die roll represents all the thief's best efforts, until they learn something more.</p><p></p><p>The only reason a simulationist would have to permit retries is if they think the die roll represents something <em>other</em> than all of the best efforts of the character in question. And the simulationist isn't obliged to think that thing (although for various reasons may wish to think it).</p><p></p><p>Now once you go down this path it has become a simulationist/non-simulationist issue. Personally I'm happy to go down this sort of path, but I can see why others may not be.</p><p></p><p>I think it's ommission is deliberate - because the availability of a +10 to all checks would muck up the DCs - and I think you're right that "say yes" was intended to take it's place. As I suggested in my OP, I also think that WotC just got it wrong when they alluded to taking 20 in the discussion of searching a room. I prefer: either the players take 10; or they roll; or they indicate that they're prepared to spend unlimited time on it, and I'm happy to adjudicate the consequences of that and let them find the secret door!</p><p></p><p></p><p>I think that this way of handling it is what is implicit in the "Save My Game" comment. It's my preferred way of handling it.</p></blockquote><p></p>
[QUOTE="pemerton, post: 5473299, member: 42582"] A simulatonist/non-simulationist spin can be put on this, but it doesn't have to be. In AD&D, with one minute rounds, if I miss my one good shot I don't get another go [I]in that round[/I]. The die roll represents all my best efforts for the round. Also in AD&D, if a thief misses a find traps, open lock or read languages check, they don't get another try until they gain a level. Again, the die roll represents all the thief's best efforts, until they learn something more. The only reason a simulationist would have to permit retries is if they think the die roll represents something [I]other[/I] than all of the best efforts of the character in question. And the simulationist isn't obliged to think that thing (although for various reasons may wish to think it). Now once you go down this path it has become a simulationist/non-simulationist issue. Personally I'm happy to go down this sort of path, but I can see why others may not be. I think it's ommission is deliberate - because the availability of a +10 to all checks would muck up the DCs - and I think you're right that "say yes" was intended to take it's place. As I suggested in my OP, I also think that WotC just got it wrong when they alluded to taking 20 in the discussion of searching a room. I prefer: either the players take 10; or they roll; or they indicate that they're prepared to spend unlimited time on it, and I'm happy to adjudicate the consequences of that and let them find the secret door! I think that this way of handling it is what is implicit in the "Save My Game" comment. It's my preferred way of handling it. [/QUOTE]
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