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Rolling Without a Chance of Failure (I love it)
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<blockquote data-quote="BookTenTiger" data-source="post: 8440868" data-attributes="member: 6685541"><p>Often I see the following DM advice:</p><p></p><p>"Don't ask for a roll if failure isn't interesting."</p><p></p><p>I totally understand this advice.</p><p></p><p>As a player, though, I disagree. I love to roll. In most situations, I'd choose to roll a check than not roll and automatically succeed. Even when failure isn't interesting.</p><p></p><p>In my experience, this guideline often leads to my DM saying, "Oh, your character has a high History bonus, so I won't make you roll for it."</p><p></p><p>Though that makes sense narratively... I've invested in History! I want to roll!</p><p></p><p>However, I understand that a failed History check really isn't fun. Just saying, "You don't know anything about that" doesn't really lead to interesting narrative outcomes.</p><p></p><p>In the game I run, I almost always ask players to roll. I've tried to find ways to always make failure a little interesting, even when success is guaranteed.</p><p></p><p>Here are some examples:</p><p></p><p>A rogue is trying to pick a lock. It's not a difficult lock, and they have time, so I'll tell them "you are going to succeed, but roll to see how effortless it looks." On a low roll there's a lot of sweat and broken lockpicks. On a high roll they pick the lock with a bent paperclip and a wad of chewing gum.</p><p></p><p>A barbarian is trying to cut a chain in two. They're a barbarian, they'll get through it in time. I'll have them roll an attack roll to see if it makes a loud noise or not, alerting creatures in the dungeon.</p><p></p><p>A character with the Soldier background is commanding a lower-ranking guard to move aside. Because of their background feature, they will succeed. But I'll have them roll a Persuasion or Intimidation check to see what the guards think of them after - are they in awe, or suspicious, or annoyed?</p><p></p><p>Do you ever do this? Rolling even without a chance of failure?</p></blockquote><p></p>
[QUOTE="BookTenTiger, post: 8440868, member: 6685541"] Often I see the following DM advice: "Don't ask for a roll if failure isn't interesting." I totally understand this advice. As a player, though, I disagree. I love to roll. In most situations, I'd choose to roll a check than not roll and automatically succeed. Even when failure isn't interesting. In my experience, this guideline often leads to my DM saying, "Oh, your character has a high History bonus, so I won't make you roll for it." Though that makes sense narratively... I've invested in History! I want to roll! However, I understand that a failed History check really isn't fun. Just saying, "You don't know anything about that" doesn't really lead to interesting narrative outcomes. In the game I run, I almost always ask players to roll. I've tried to find ways to always make failure a little interesting, even when success is guaranteed. Here are some examples: A rogue is trying to pick a lock. It's not a difficult lock, and they have time, so I'll tell them "you are going to succeed, but roll to see how effortless it looks." On a low roll there's a lot of sweat and broken lockpicks. On a high roll they pick the lock with a bent paperclip and a wad of chewing gum. A barbarian is trying to cut a chain in two. They're a barbarian, they'll get through it in time. I'll have them roll an attack roll to see if it makes a loud noise or not, alerting creatures in the dungeon. A character with the Soldier background is commanding a lower-ranking guard to move aside. Because of their background feature, they will succeed. But I'll have them roll a Persuasion or Intimidation check to see what the guards think of them after - are they in awe, or suspicious, or annoyed? Do you ever do this? Rolling even without a chance of failure? [/QUOTE]
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