Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Should Bounded Accuracy apply to skill checks? Thoughts on an old Alexandrian article
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Bacon Bits" data-source="post: 9526295" data-attributes="member: 6777737"><p>I don't like the knock-on effect that degrees of success has when it's spelled out like that.</p><p></p><p>Namely, it says that <em>you always have to roll for everything</em>. With a binary system of success/failure, the DM can pretty easily handwave away the die roll and say "you succeed" or "you fail." The DM can know that the obstacle the players are overcoming was not meant to be a challenge, and simply let it them succeed or fail.</p><p></p><p>With degrees of success, you just always have to roll because you don't just need to know if you beat the DC, you need to know <em>which DC you beat</em>. Even if you have guaranteed success or failure, you still feel obligated to roll because success can give you an unrelated benefit or unrelated consequence. The players will always want that chance of critical success, so instead of looking for creative solutions to the problems, they will look for <em>ways to roll more checks</em>. </p><p></p><p>In other words, the existence of degrees of success encourages the players to focus on playing the game from their character sheet, which I think is something players already do <em>way</em> too much due to the influences of video games. Due to the limitations of that medium, video games <em>must</em> function that way because every possible option has to be built into the game when it's written. But, one of the strengths of the TTRPG is that they <em>don't </em>need to do that. Not only do the designers not need to know every possible action and interaction when writing the rules, DMs don't even need to know that when they're writing an adventure or an encounter.</p><p></p><p>It's a similar issue to the meta-currency problem that some games have. Players know they're rewarded by pressing the button over and over, so they look for ways to press the button over and over. They don't try to come up with creative in-universe solutions, they look for creative exploitation of dice rolling. Worse, if it's some obstacle that the PCs <em>must</em> overcome and they've decided they <em>must</em> use a skill to overcome it, then degrees of success encourages sitting there and rolling again and again and again. Completely halting the game until the dice say the game can continue.</p><p></p><p>Well, I don't want players to look for reasons to roll dice. I don't want them to incessantly hunt for ways to invoke mechanics to get benefits. In spite of the fact that dice are used by the games, TTRPGs are <em>not</em> dice rolling games. They're character role-playing games. I don't want the game to reward the players for thinking about the game in terms of gameplay mechanics when doing so comes at the expense of character role-play or narrative. It's more acceptable for combat to be like that because combat is not really about deep character role-play, but I really don't want that to bleed into other aspects of the game where roleplaying remains king.</p><p></p><p>What makes things "swingy" is not that binary state of the dice or the fact that you have at least a 30% chance to fail the test. It's that there's a false assumption that passing the test means 100% success, while failing the test means 100% failure. The game should -- and, in fact, it begins to but doesn't go very far -- explain that the DM should <em>not</em> blindly use pass/fail as the narrative outcomes of a pass or fail of a test.</p><p></p><p>Unfortunately, there are a lot of gamers that love prescriptive game play. It's one of the reasons that Pathfinder 2e has the following that it does. There are a lot of players that want a prescribed rule for every conceivable situation in the book. Players that want their PC to be a series of buttons on a character sheet, and only those buttons interact with the game world. I remember feeling like that in the early 2000s, but... I've been a DM now. Now that idea is anathema to actually playing a TTRPG. To me, that's making D&D into a board game. To me, that's making the game as close to Warhammer Quest as you can possibly make it.</p></blockquote><p></p>
[QUOTE="Bacon Bits, post: 9526295, member: 6777737"] I don't like the knock-on effect that degrees of success has when it's spelled out like that. Namely, it says that [I]you always have to roll for everything[/I]. With a binary system of success/failure, the DM can pretty easily handwave away the die roll and say "you succeed" or "you fail." The DM can know that the obstacle the players are overcoming was not meant to be a challenge, and simply let it them succeed or fail. With degrees of success, you just always have to roll because you don't just need to know if you beat the DC, you need to know [I]which DC you beat[/I].[I] [/I]Even if you have guaranteed success or failure, you still feel obligated to roll because success can give you an unrelated benefit or unrelated consequence. The players will always want that chance of critical success, so instead of looking for creative solutions to the problems, they will look for [I]ways to roll more checks[/I]. In other words, the existence of degrees of success encourages the players to focus on playing the game from their character sheet, which I think is something players already do [I]way[/I] too much due to the influences of video games. Due to the limitations of that medium, video games [I]must[/I] function that way because every possible option has to be built into the game when it's written. But, one of the strengths of the TTRPG is that they [I]don't [/I]need to do that. Not only do the designers not need to know every possible action and interaction when writing the rules, DMs don't even need to know that when they're writing an adventure or an encounter. It's a similar issue to the meta-currency problem that some games have. Players know they're rewarded by pressing the button over and over, so they look for ways to press the button over and over. They don't try to come up with creative in-universe solutions, they look for creative exploitation of dice rolling. Worse, if it's some obstacle that the PCs [I]must[/I] overcome and they've decided they [I]must[/I] use a skill to overcome it, then degrees of success encourages sitting there and rolling again and again and again. Completely halting the game until the dice say the game can continue. Well, I don't want players to look for reasons to roll dice. I don't want them to incessantly hunt for ways to invoke mechanics to get benefits. In spite of the fact that dice are used by the games, TTRPGs are [I]not[/I] dice rolling games. They're character role-playing games. I don't want the game to reward the players for thinking about the game in terms of gameplay mechanics when doing so comes at the expense of character role-play or narrative. It's more acceptable for combat to be like that because combat is not really about deep character role-play, but I really don't want that to bleed into other aspects of the game where roleplaying remains king. What makes things "swingy" is not that binary state of the dice or the fact that you have at least a 30% chance to fail the test. It's that there's a false assumption that passing the test means 100% success, while failing the test means 100% failure. The game should -- and, in fact, it begins to but doesn't go very far -- explain that the DM should [I]not[/I] blindly use pass/fail as the narrative outcomes of a pass or fail of a test. Unfortunately, there are a lot of gamers that love prescriptive game play. It's one of the reasons that Pathfinder 2e has the following that it does. There are a lot of players that want a prescribed rule for every conceivable situation in the book. Players that want their PC to be a series of buttons on a character sheet, and only those buttons interact with the game world. I remember feeling like that in the early 2000s, but... I've been a DM now. Now that idea is anathema to actually playing a TTRPG. To me, that's making D&D into a board game. To me, that's making the game as close to Warhammer Quest as you can possibly make it. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Should Bounded Accuracy apply to skill checks? Thoughts on an old Alexandrian article
Top