Justin D. Jacobson
First Post
I kid, of course, to draw eyeballs to the thread. Let me start by saying that I have absolutely no delusions that WotC actually stole the idea from me. Indeed, I'm sure some representative percentage of playgroups were already doing this, but I'm still pleased (I can at least be pleased, can't I?) that "great minds think alike".
From Passages, page 12, "Spread":
I'll also use this as my mini-review to note that I was quite pleased with the RC. It's very handy, the few minor omissions don't really bother me, and I found the sidebars and design notes (lile the one above) to be pure gold.
EDIT: To change the thread title to something less gratuitously inflammatory.[\i]
From Passages, page 12, "Spread":
And page 228, "Interpret the Results":In some cases, it is enough to simply know if the character has succeeded or failed at what he was trying to do. However, the result of any check also indicates the degree of success or failure. The difference between the result of the check and the DC is called the spread.
And from the Rules Compendium, page 29, "Dicey Narration" by Chris Sims:If the check succeeds and the spread is minimal, the character has accomplished the task but only barely. Describe it in those terms. Describe how the character strainted to hold his grip on the ledge just catching himself before he plummeted to his doom. (Now that you know the character has succeeded, you can make the effect o failure that much more horrific.) Describe how the queen creases her brow and mutters to herself as she acquiesces to teh character's request. A narrow success creates a welcome tension at the table, as if the character doged a bullet--sometimes literally so.
If the check succeeds and the spread is great, the character has been wildly successful. Describe it in those terms. Describe how the woman in the front row faints from his eloquent recitation of the poem. Describe the mouthwatering smells as he not only catches a wild boar for their dinner but creates a meal fit for a gourmand. This is a chance for the character to soak up the spotlight. At least for this moment, he is the star.
Failure also has its place. Narrow failures can be gut-wrenching as something critical slips free from the character's grasp or infuriating as the character just fails to nab the villain before he escapes. Great failures can be moments of levity as the character bumbles about like a drunken sot. And of course, great failures can leave to teh gravest sort fo danger as the character's life very is jeopardized.
Anyway, I thought that was cool.In D&D, the system is largely binary--yes or no--so it's usually an all-or-nothing outcome when the d20 rolls. However, the degree of success or failure can always matter in your game. All you have to do, as DM, is use the degree of success or failure to determine how you describe the action. A leaper who fails a Jump check by 1 might have missed the other side, but only by inches. That's different from stretching for the landing when failing by 4, even though a jumper that fails by 4 or less needs to clamber up after just catching the other side. If two enemies are scrambling for the same iterm, you might use a Dexterity check. If the winner only wins by 1, that's an opportunity for you to make it quesitonable who grabs the iterm for an intense second or two. When a climber fails by 6, you can even make the player think everything's fine after a slight slip--right before that second slide turns into a real fall.
This narrative style isn't just for checks. In combat, near misses make the scene more real. They also give your players hints at what they really need to roll to hit the bad guy, a guessing game that can make missing a little less disappointing.
I'll also use this as my mini-review to note that I was quite pleased with the RC. It's very handy, the few minor omissions don't really bother me, and I found the sidebars and design notes (lile the one above) to be pure gold.
EDIT: To change the thread title to something less gratuitously inflammatory.[\i]
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