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General Tabletop Discussion
*Dungeons & Dragons
Skill Checks (non time sensitive) homebrew fixes
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<blockquote data-quote="77IM" data-source="post: 7553045" data-attributes="member: 12377"><p>But what are the meaningful consequences in these cases? It sounds to me like you're describing situations where there's a meaningful consequence <em>in combat</em>, because the loss of a single round of actions is pretty serious. But out of combat, losing 6 seconds of time is really definitely not meaningful.</p><p></p><p>If it helps, use a lower DC outside of combat. E.g., <ul> <li data-xf-list-type="ul">In combat, picking the lock is DC 18, and takes 1 round.</li> <li data-xf-list-type="ul">Out of combat, the DC is only 8, each try takes 5 minutes. And you only have 10 minutes until the next guard patrol comes around... And no, you can't just try the DC 18 check over and over again, because that's annoying and unfun.</li> <li data-xf-list-type="ul">If there's no guard patrols any more (the place is now a crime scene; police suspect murder hobos) then anyone proficient can pick the lock in about 15 minutes.</li> </ul><p></p><p>Your imposition of a -2 penalty on future checks is a perfectly fine meaningful consequence, if that's what works for you and your group. Rationalize it this way: Each time you roll, you are attempting a slightly different technique. You try the most hopeful technique first (no penalty) and then try increasingly desperate techniques (-2, -4, -6, etc.). E.g., in climbing a wall, you try to go up one set of handholds, but it's not working, so you adjust slightly (-2), then some more (-4), etc. This is how I often rationalize my increasing time penalty: you first attempt the quickest thing, then the next attempt you try a not-so-quick thing, etc.</p></blockquote><p></p>
[QUOTE="77IM, post: 7553045, member: 12377"] But what are the meaningful consequences in these cases? It sounds to me like you're describing situations where there's a meaningful consequence [I]in combat[/I], because the loss of a single round of actions is pretty serious. But out of combat, losing 6 seconds of time is really definitely not meaningful. If it helps, use a lower DC outside of combat. E.g.,[LIST][*]In combat, picking the lock is DC 18, and takes 1 round.[*]Out of combat, the DC is only 8, each try takes 5 minutes. And you only have 10 minutes until the next guard patrol comes around... And no, you can't just try the DC 18 check over and over again, because that's annoying and unfun.[*]If there's no guard patrols any more (the place is now a crime scene; police suspect murder hobos) then anyone proficient can pick the lock in about 15 minutes.[/LIST] Your imposition of a -2 penalty on future checks is a perfectly fine meaningful consequence, if that's what works for you and your group. Rationalize it this way: Each time you roll, you are attempting a slightly different technique. You try the most hopeful technique first (no penalty) and then try increasingly desperate techniques (-2, -4, -6, etc.). E.g., in climbing a wall, you try to go up one set of handholds, but it's not working, so you adjust slightly (-2), then some more (-4), etc. This is how I often rationalize my increasing time penalty: you first attempt the quickest thing, then the next attempt you try a not-so-quick thing, etc. [/QUOTE]
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