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What 5E needs: Let it Ride and Make it Interesting...
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<blockquote data-quote="Mishihari Lord" data-source="post: 5897273" data-attributes="member: 128"><p>There was a really interesting thread on this some time back, which can be found <a href="http://www.enworld.org/forum/general-rpg-discussion/301701-restricting-rerolls-d-d.html" target="_blank">here</a></p><p></p><p>I'm also going to paste in some Take-20ish mechanics I suggested that I think would be neat in the new edition.</p><p></p><p><span style="color: DarkOrchid">I like to take "let it ride" one step further. The roll, i.e. the random number rolled by the player, stands forever, for the whole party. The players can change their fail roll to success by adding enough modifiers to achieve success with that original roll. E.g. a PC fails to move the rock, but when he comes back with friends and a crowbar the new modifiers may be enough to make the original roll a success. This eliminates some gaming of the system and makes intuitive sense to me. It's possible that additional time on the task will provide a modifier, but that's a DM call.</span></p><p><span style="color: DarkOrchid"></span></p><p><span style="color: DarkOrchid">An idea I played with in my homebrew is that every skill check succeeds given enough time. The skill, difficulty, modifiers, and roll just tell you how long it tales to succeed. The player makes the roll, states how long he's going to work on it, and if it's enough time he succeeds. The player doesn't know how long the task will take until he achieves success. The penalty of course is time. The thief may be able to pick that lock in 6 hours, but if the area is crawling with wandering monsters, the resources required to stay at that location and get the job done may be prohibitive.</span></p></blockquote><p></p>
[QUOTE="Mishihari Lord, post: 5897273, member: 128"] There was a really interesting thread on this some time back, which can be found [URL="http://www.enworld.org/forum/general-rpg-discussion/301701-restricting-rerolls-d-d.html"]here[/URL] I'm also going to paste in some Take-20ish mechanics I suggested that I think would be neat in the new edition. [COLOR="DarkOrchid"]I like to take "let it ride" one step further. The roll, i.e. the random number rolled by the player, stands forever, for the whole party. The players can change their fail roll to success by adding enough modifiers to achieve success with that original roll. E.g. a PC fails to move the rock, but when he comes back with friends and a crowbar the new modifiers may be enough to make the original roll a success. This eliminates some gaming of the system and makes intuitive sense to me. It's possible that additional time on the task will provide a modifier, but that's a DM call. An idea I played with in my homebrew is that every skill check succeeds given enough time. The skill, difficulty, modifiers, and roll just tell you how long it tales to succeed. The player makes the roll, states how long he's going to work on it, and if it's enough time he succeeds. The player doesn't know how long the task will take until he achieves success. The penalty of course is time. The thief may be able to pick that lock in 6 hours, but if the area is crawling with wandering monsters, the resources required to stay at that location and get the job done may be prohibitive.[/COLOR] [/QUOTE]
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