Levels of success would be great for rolls during social encounters.
Right, where I was saying that I think players should be able to be completely in control sometimes (or even oftentimes).The point I am trying to make is the fact that a PC is not in 100% control when it comes to skills and I think the system needs to reflect this with a mechanic that will always allow a failure to represent that outside influence.
What you're saying seems simple, but Fifth Element rightly pointed out why it's such a weird question:It's not a complicated math equation. It's rather simple actually.
Fifth Element then goes on to point out that the take 10/20 rules are supposed to be there to let us see what should be "part of the narrative" and what shouldn't be. That is, if I can take a 10 and succeed, then that means that I can skip the roll and just narrate it (whether it's the GM or player depends on the actual player dynamic); however, if I can't take a 10 and succeed, then I need to roll, and since I can't succeed on a 10, I obviously have a chance of failure.Fifth Element said:Putting it this way seems to just be begging the question, though. Of course if you roll a die, there should be a chance of failure, otherwise the roll is pointless. You seem to agree with that. If there's no chance of failure, then you shouldn't roll the die, therefore if you roll the die there's a chance of failure. It's circular.ForeverSlayer said:If a roll of the dice is not needed then it will just be described as part of the narrative.
If it requires a roll then there should be some chance of failure.
Ask me ten years ago, I would have answered "Yes, In real life there is always a chance that things fail!" (I even remember house ruling auto success out of one game we played).
Ask me today what I think. No. Too many times have we had plot derailment and loss of game momentum attributable to irrelevant skill test that I found myself forcing in to enable the dogma of "you have a chance of failing at even the simplest tests".
Alot of the discussion I have read has lead me to the conclusion that the two important facets of skill application are
a) Characters contribution to the situation reflects investment in skill set
b) The game doesnt stall
For a), you dont need a chance of failing, and forcing chance of failure on every single roll in the game just guarantees b) wont be true.
I voted no.
It seems that always having a chance to fail neither models:
reality
cinematic narrative
(snip)
I voted no.
It seems that always having a chance to fail neither models:
reality
cinematic narrative
In reality, yes, there is a chance to fail at mundane tasks. Let's go to an absurd level...many people are killed slipping in their own bathrooms every year. But that number is incredibly small. The reality is not modeled by 5% (or even by 1%) for many things. At some point, the reality is such a small number (say 1 in 100,000 or more) that actually rolling at the table would be pointless. The point here is that either the chance is 5% or so for an even (in which case we roll) or it's lower...maybe a lot lower...in which case it's not worth rolling, as it is increasingly likely that we'll never, ever, see the chance be rolled at the table.
Cinematic narrative. What is gained storywise by having experts fail? This is perhaps even truer if it was random happenstance (someone else hit their car; a turtle bit the horse's leg while crossing a stream). What if someone rolls that one in 100,000 chance, then slips and dies on the way to the outhouse? What's accomplished by this for the narrative? When you read books or watch movies, how often does the expert fail at a mundane task? EVER? I'm not talking about an expert horseman leaping a ravine...I'm talking about an expert horseman fording a very shallow stream. It's not a trope that occurs, as far as I am aware.
At some point, rolling to see if you succeed, especially if you are a master at the ability, doing a fairly mundane task, doesn't add tension...it adds frustration, detracts from realism, and makes even the simplest tasks "challenges of fate" where the world acts against you.
No. I'm firmly against the idea.
The confusing part is this: In the post below, you agreed that some actions should not require a roll:The point I am trying to make is the fact that a PC is not in 100% control when it comes to skills and I think the system needs to reflect this with a mechanic that will always allow a failure to represent that outside influence.
It's not a complicated math equation. It's rather simple actually.
Since presumably no one is ever in 100% control of any situation, your first post above implies that there should be a roll for everything. But the second one explicitly states that there shouldn't be. That's what I'm not following.The bold part is how I feel.
If a roll of the dice is not needed then it will just be described as part of the narrative.
If it requires a roll then there should be some chance of failure.