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Skill Checks (non time sensitive) homebrew fixes
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<blockquote data-quote="DEFCON 1" data-source="post: 7553089" data-attributes="member: 7006"><p>I go with the "one roll only" method. Mainly because I don't see a single roll as being "one attempt" at the action. I consider the roll to be a culmination of ALL the attempts to do the action under the circumstances the person (or people) are currently under.</p><p></p><p>If the thief is trying to pick a lock and rolls an '8'... then that's the best they've done over however long we want to say they took to do so. And they don't get to roll again to try again until the circumstances have been changed in the scenario.</p><p></p><p>"My wizard casts Light on this coin and I aim it directly at the lock to give the thief better light to see what he's doing."</p><p></p><p>Okay, he may try again. If he fails again it means he again spent X amount of time trying to pick it and still couldn't do it. At that point the party has to find another way to change the circumstances of the scenario. And if they can't think of any, then they don't get past the lock.</p><p></p><p>It's the same way I do INT checks to recall information. A person makes an INT (Religion) check to recall some info about this weird symbol they find in an ancient temple ruin, and they either know it or they don't. There's no "taking 20" or anything like that. If they roll a '3' then obviously the PC just doesn't know the info. And if they want to get the info, they have to change the scenario situation (like go to a library or something.</p><p></p><p>That being said... in the case of something like the INT (Religion) check I mentioned above... I do have a "house rule" for my table that says that if someone at the table thinks up the question and I have them roll to see if they know the answer... if their check does not succeed, not everybody gets to then line up and try the check themselves as well. I only allow those who are proficient in the skill to roll as well since they are the ones who might actually have the learned the info due to training.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 7553089, member: 7006"] I go with the "one roll only" method. Mainly because I don't see a single roll as being "one attempt" at the action. I consider the roll to be a culmination of ALL the attempts to do the action under the circumstances the person (or people) are currently under. If the thief is trying to pick a lock and rolls an '8'... then that's the best they've done over however long we want to say they took to do so. And they don't get to roll again to try again until the circumstances have been changed in the scenario. "My wizard casts Light on this coin and I aim it directly at the lock to give the thief better light to see what he's doing." Okay, he may try again. If he fails again it means he again spent X amount of time trying to pick it and still couldn't do it. At that point the party has to find another way to change the circumstances of the scenario. And if they can't think of any, then they don't get past the lock. It's the same way I do INT checks to recall information. A person makes an INT (Religion) check to recall some info about this weird symbol they find in an ancient temple ruin, and they either know it or they don't. There's no "taking 20" or anything like that. If they roll a '3' then obviously the PC just doesn't know the info. And if they want to get the info, they have to change the scenario situation (like go to a library or something. That being said... in the case of something like the INT (Religion) check I mentioned above... I do have a "house rule" for my table that says that if someone at the table thinks up the question and I have them roll to see if they know the answer... if their check does not succeed, not everybody gets to then line up and try the check themselves as well. I only allow those who are proficient in the skill to roll as well since they are the ones who might actually have the learned the info due to training. [/QUOTE]
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