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Rolling Without a Chance of Failure (I love it)
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<blockquote data-quote="jgsugden" data-source="post: 8440891" data-attributes="member: 2629"><p>You're misunderstanding the core of the concern, I think. In fact, you're advocating for how most DMs view the advice: Don't have a role <em>unless it has consequences</em>. </p><p></p><p>What should be avoided is: </p><p></p><p>"[Hmmm, they want to climb a rope. That should be pretty easy... DC 10!] The DC is 10! Roll! [Oh crap, they rolled a 1] What was the total? 2? Really? [Oh %@# - they should fall ... and the rope they're climbing is hanging over a 200 foot fall into lava]. Uhhhh, you start to slip. Roll another athletics check! [Phew ... another smooth save by the Wrold's Greatest D...] ANOTHER 1? [There is no way that should by anything other than a fall. But if he dies now, that totally sidetracks the game ... ugh] You start to fall, but one of the natives on the cliff swings down and catches you just before you fall!"</p><p></p><p>There, the DM refused to accept the dice roll results and overrode them with Dues Ex Machina. </p><p></p><p>"[Hmmmm, I need them to know this information so I'll make them roll to see if they know it.] Everyone roll an Arcana Roll to see if you understand the Arcane Script! What'd you get? 4,5,2,3,1? Really? Well, it is hard, but you're able to translate the script. It says, "Frogs in Winter."</p><p></p><p>Here, the DM never intended for the PCs to have any chance of failure. No matter the role, the core of the information was always going to be revealed. Even if the DM has it take longer because they rolled low, it leaves a bad taste.</p><p></p><p>If there is an obvious consequence to a failed roll, it has to be allowed to exist. If it won't, don't make them roll - or better yet, be prepared to have an alternate route to success.</p><p></p><p>Th</p></blockquote><p></p>
[QUOTE="jgsugden, post: 8440891, member: 2629"] You're misunderstanding the core of the concern, I think. In fact, you're advocating for how most DMs view the advice: Don't have a role [I]unless it has consequences[/I]. What should be avoided is: "[Hmmm, they want to climb a rope. That should be pretty easy... DC 10!] The DC is 10! Roll! [Oh crap, they rolled a 1] What was the total? 2? Really? [Oh %@# - they should fall ... and the rope they're climbing is hanging over a 200 foot fall into lava]. Uhhhh, you start to slip. Roll another athletics check! [Phew ... another smooth save by the Wrold's Greatest D...] ANOTHER 1? [There is no way that should by anything other than a fall. But if he dies now, that totally sidetracks the game ... ugh] You start to fall, but one of the natives on the cliff swings down and catches you just before you fall!" There, the DM refused to accept the dice roll results and overrode them with Dues Ex Machina. "[Hmmmm, I need them to know this information so I'll make them roll to see if they know it.] Everyone roll an Arcana Roll to see if you understand the Arcane Script! What'd you get? 4,5,2,3,1? Really? Well, it is hard, but you're able to translate the script. It says, "Frogs in Winter." Here, the DM never intended for the PCs to have any chance of failure. No matter the role, the core of the information was always going to be revealed. Even if the DM has it take longer because they rolled low, it leaves a bad taste. If there is an obvious consequence to a failed roll, it has to be allowed to exist. If it won't, don't make them roll - or better yet, be prepared to have an alternate route to success. Th [/QUOTE]
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