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<blockquote data-quote="Charlaquin" data-source="post: 7553397" data-attributes="member: 6779196"><p>See, this is why I say what we do is actually more or less the same in actual practice, because such a lock wouldn’t exist in my game either.</p><p></p><p></p><p>Right. You’re establishing a cost or consequence for the roll (in this case, succeed and it takes X amount of time, fail and it takes Y amount of time, where Y>X and time is, for whatever reason, a limited resource), making that cost or consequence clear to the player, and allowing them to decide if they want to accept the risk and attempt the action, or try a different approach (like, say, the knock spell). We differ slightly in the precise consequences we might set up - as a general rule, I say attempting to pick a lock takes about 10 minutes whether you succeed or fail, failure results in it nor being unlocked, it’s up to you if you want to try again or, and I roll for random encounters once per hour of in-game time. But I certainly have used the “succeed and you open it now, fail and you can open it in (some significant amount of time) before. In neither case are you calling for a roll when there is no cost or consequence for failure.</p><p></p><p>Where we seem to differ most is on the hypothetical scenario of a lock that you have the luxury of spending days to open at no risk. In theory, you say you’d limit it to one roll per day where I would just say “you take as much time as you need and get it open,” or MAYBE “It’ll take you all day if you do nothing else, do you want to mark off a ration and try again, or is there anything else you’d like to get done today?” if for some reason I really cared how many days they spent on it. But it’s a distinction without difference anyway because neither of us would actually include such an absurd scenario in the game. You just seem really bothered by my choice to frame it in the terms “if there’s nothing stopping you from trying until you succeed, you succeed without a check.”</p><p></p><p></p><p>I don’t tend to deal with crafting much, though if I were to, I wouldn’t want it to take more than one roll either, if it took a roll at all.</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 7553397, member: 6779196"] See, this is why I say what we do is actually more or less the same in actual practice, because such a lock wouldn’t exist in my game either. Right. You’re establishing a cost or consequence for the roll (in this case, succeed and it takes X amount of time, fail and it takes Y amount of time, where Y>X and time is, for whatever reason, a limited resource), making that cost or consequence clear to the player, and allowing them to decide if they want to accept the risk and attempt the action, or try a different approach (like, say, the knock spell). We differ slightly in the precise consequences we might set up - as a general rule, I say attempting to pick a lock takes about 10 minutes whether you succeed or fail, failure results in it nor being unlocked, it’s up to you if you want to try again or, and I roll for random encounters once per hour of in-game time. But I certainly have used the “succeed and you open it now, fail and you can open it in (some significant amount of time) before. In neither case are you calling for a roll when there is no cost or consequence for failure. Where we seem to differ most is on the hypothetical scenario of a lock that you have the luxury of spending days to open at no risk. In theory, you say you’d limit it to one roll per day where I would just say “you take as much time as you need and get it open,” or MAYBE “It’ll take you all day if you do nothing else, do you want to mark off a ration and try again, or is there anything else you’d like to get done today?” if for some reason I really cared how many days they spent on it. But it’s a distinction without difference anyway because neither of us would actually include such an absurd scenario in the game. You just seem really bothered by my choice to frame it in the terms “if there’s nothing stopping you from trying until you succeed, you succeed without a check.” I don’t tend to deal with crafting much, though if I were to, I wouldn’t want it to take more than one roll either, if it took a roll at all. [/QUOTE]
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