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Unsatisfied with the D&D 5e skill system
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<blockquote data-quote="TaranTheWanderer" data-source="post: 7584756" data-attributes="member: 15882"><p>Well, for your example, the result of a failed roll is the pc doesn’t know for sure. Let the paranoia tear your players apart. That’s a meaningful consequence. </p><p></p><p>I semi agree with isereth. If a difficult lock needs picking and there are no time constraints, why bother rolling? There’s no meaningful consequence. I wouldn’t have them roll over and over until they succeeded. OTOH, If they have 3 rounds to succeed before the ogre guard comes back, failure will have a consequence. </p><p></p><p>As I mentioned earlier, sometimes a pc skill is so high that you know they auto succeed it’s not worth rolling but they want to roll anyways. I’m cool with letting players show off their character’s abilities. </p><p></p><p>Before I call for a roll, I always think, “what will I say if they fail?”</p><p></p><p>If the answer is boring and doesn’t add anything to the plot then I find it better to just to tell them they succeed. If it forces them in to a different approach, then that’s a meaningful consequence. Can’t unlock the door? Now you have to bash it and make noise. </p><p></p><p>FATE rpg encourages this approach. 3.5 didn’t encourage or discourage any particular approach. </p><p></p><p>I just don’t want to bore my players with pointless rolls.</p></blockquote><p></p>
[QUOTE="TaranTheWanderer, post: 7584756, member: 15882"] Well, for your example, the result of a failed roll is the pc doesn’t know for sure. Let the paranoia tear your players apart. That’s a meaningful consequence. I semi agree with isereth. If a difficult lock needs picking and there are no time constraints, why bother rolling? There’s no meaningful consequence. I wouldn’t have them roll over and over until they succeeded. OTOH, If they have 3 rounds to succeed before the ogre guard comes back, failure will have a consequence. As I mentioned earlier, sometimes a pc skill is so high that you know they auto succeed it’s not worth rolling but they want to roll anyways. I’m cool with letting players show off their character’s abilities. Before I call for a roll, I always think, “what will I say if they fail?” If the answer is boring and doesn’t add anything to the plot then I find it better to just to tell them they succeed. If it forces them in to a different approach, then that’s a meaningful consequence. Can’t unlock the door? Now you have to bash it and make noise. FATE rpg encourages this approach. 3.5 didn’t encourage or discourage any particular approach. I just don’t want to bore my players with pointless rolls. [/QUOTE]
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