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<blockquote data-quote="doctorbadwolf" data-source="post: 7553387" data-attributes="member: 6704184"><p>Gonna break the multi-quote cycle. </p><p></p><p>I know we do things differently, because in a situation where a lock *needs* to be picked, but there are literal days in which to do it, I’m still going to allow, at most, 1 roll per day. It represents your efforts toward picking the lock that day, and we work out together, partly before and partly after the roll, how long you spent trying if it’s a failure. </p><p></p><p>If, however, another character finds a way to help you, I’ll allow two rolls per day, and may give one of them advantage. The other player will make the second d20 roll, but it will be your modifier, because you’re the one taking point.</p><p></p><p>Thing is, this is largely acedemic, bc I wouldn’t include a lock that matters and has no time restraints or chance of breaking the unlocking mechanism upon multiple failures. It’s not a thing in my games. Ever. Such a lock is, at most, narrated without my ever even thinking about anyone’s skills, or a DC. It’s purely, exclusively, flavor. The game doesn’t change at all if I just say it isn’t locked. </p><p></p><p>Now, if it matters how soon you get it unlocked, then the roll helps me determine how long it takes. But you still aren’t making unlimited rolls. A roll determines how you do on picking the lock. Only when it’s crunch time and seconds matter does a roll strictly take place in 6-12 second increments. </p><p></p><p>In my game, crafting requires rolls. Failing could mean wasting supplies and time, or if you’re crafting my something new, it might mean progress is made in design, but that iteration is a useless hunk of parts. Still, simple crafting is one roll, whether it’s something that takes a few hours, a few days, or a few weeks. Complex stuff is a number of rolls determined by complexity. You know ahead of time how many rolls are required, and that only those rolls are allowed. Help might allow rerolls, but otherwise an ability check is used to see if you succeed, not how attempt one goes.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 7553387, member: 6704184"] Gonna break the multi-quote cycle. I know we do things differently, because in a situation where a lock *needs* to be picked, but there are literal days in which to do it, I’m still going to allow, at most, 1 roll per day. It represents your efforts toward picking the lock that day, and we work out together, partly before and partly after the roll, how long you spent trying if it’s a failure. If, however, another character finds a way to help you, I’ll allow two rolls per day, and may give one of them advantage. The other player will make the second d20 roll, but it will be your modifier, because you’re the one taking point. Thing is, this is largely acedemic, bc I wouldn’t include a lock that matters and has no time restraints or chance of breaking the unlocking mechanism upon multiple failures. It’s not a thing in my games. Ever. Such a lock is, at most, narrated without my ever even thinking about anyone’s skills, or a DC. It’s purely, exclusively, flavor. The game doesn’t change at all if I just say it isn’t locked. Now, if it matters how soon you get it unlocked, then the roll helps me determine how long it takes. But you still aren’t making unlimited rolls. A roll determines how you do on picking the lock. Only when it’s crunch time and seconds matter does a roll strictly take place in 6-12 second increments. In my game, crafting requires rolls. Failing could mean wasting supplies and time, or if you’re crafting my something new, it might mean progress is made in design, but that iteration is a useless hunk of parts. Still, simple crafting is one roll, whether it’s something that takes a few hours, a few days, or a few weeks. Complex stuff is a number of rolls determined by complexity. You know ahead of time how many rolls are required, and that only those rolls are allowed. Help might allow rerolls, but otherwise an ability check is used to see if you succeed, not how attempt one goes. [/QUOTE]
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