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Skill Checks (non time sensitive) homebrew fixes
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<blockquote data-quote="5ekyu" data-source="post: 7553160" data-attributes="member: 6919838"><p>One thing I keep in mind is the actual PHB definition of failing a skill check.</p><p></p><p>"If the total equals or exceeds the DC, the ability check is a success — the creature overcomes the challenge at hand. Otherwise, it's a failure, which means the character or monster makes no progress toward the objective or makes progress combined with a setback determined by the DM."</p><p></p><p>The other of course is that time required for anything but simple tasks is set by the GM. </p><p></p><p>So, you want to make a knowledge check - sure. You fail? Ok maybe you get some right info and some wrong info but not the whole answer- more of a lead to another place or person... but your setback is disadvantage or no chance on future checks of the same type used here.</p><p></p><p>COften that means your research here is dried up but you have a lead to follow from that guy you knew in that other town.</p><p></p><p>There is zero reason the "combined with a setback" can not be a dead end or blind alley... or if one wants a cumulative -2 to futurecrolls... by the book. I prefer to use less codified setbacks myself keyed to the scene.</p><p></p><p></p><p>That said...</p><p></p><p>On the bigger picture...</p><p></p><p>I notice the OP did not give examples in his original post of these infinite repeatable checks with no time pressure but where apparently there is uncertainty in success. </p><p></p><p>I think it's best to actually discuss specifics not so much abstracts. In actual play, I tend to not hit too many cases where this infinite repeater until 20 idea actually seems to fit what's happening. Cant think of a setup where in-game that would be how I see the scene playing out. </p><p></p><p>Aside - for tasks which take more than a turn or a minute ooc, I use a "race to three" like death saves with each roll being about 1/4 of the expected effort, cost and time. That way, good results can get you under budget and ahead of time while bad results can cost more or take longer or fail. I also use setbacks for those failures - narratively described in ways that can lead to alternatives.</p><p></p><p>5e gives you in its base PHB rules far more leeway than the premise of never-ending re-rolls assumes.</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7553160, member: 6919838"] One thing I keep in mind is the actual PHB definition of failing a skill check. "If the total equals or exceeds the DC, the ability check is a success — the creature overcomes the challenge at hand. Otherwise, it's a failure, which means the character or monster makes no progress toward the objective or makes progress combined with a setback determined by the DM." The other of course is that time required for anything but simple tasks is set by the GM. So, you want to make a knowledge check - sure. You fail? Ok maybe you get some right info and some wrong info but not the whole answer- more of a lead to another place or person... but your setback is disadvantage or no chance on future checks of the same type used here. COften that means your research here is dried up but you have a lead to follow from that guy you knew in that other town. There is zero reason the "combined with a setback" can not be a dead end or blind alley... or if one wants a cumulative -2 to futurecrolls... by the book. I prefer to use less codified setbacks myself keyed to the scene. That said... On the bigger picture... I notice the OP did not give examples in his original post of these infinite repeatable checks with no time pressure but where apparently there is uncertainty in success. I think it's best to actually discuss specifics not so much abstracts. In actual play, I tend to not hit too many cases where this infinite repeater until 20 idea actually seems to fit what's happening. Cant think of a setup where in-game that would be how I see the scene playing out. Aside - for tasks which take more than a turn or a minute ooc, I use a "race to three" like death saves with each roll being about 1/4 of the expected effort, cost and time. That way, good results can get you under budget and ahead of time while bad results can cost more or take longer or fail. I also use setbacks for those failures - narratively described in ways that can lead to alternatives. 5e gives you in its base PHB rules far more leeway than the premise of never-ending re-rolls assumes. [/QUOTE]
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