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What 5E needs: Let it Ride and Make it Interesting...
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<blockquote data-quote="Ranganathan" data-source="post: 5897647" data-attributes="member: 6689455"><p>Let it Ride. My rule of thumb for this has always been if a movie would handle it as a quick montage, it's one roll. Anything more gives the action far too much weight, and as the math will show, simply increases the chance of failure without adding anything all that interesting.</p><p></p><p>Make it Interesting. If failure doesn't provide interesting results, there's no meaningful need for dice. Use the dice when there's chance, granted. But that should be a chance of something good (and interesting) happening or something bad (and interesting happening). Climbing a tower and having a failed climb check slide you down a few feet is dull. Pure and simple. Make the player roll it to see how long it takes, not if he does it. That stealth check should be made as the thief is trying to avoid a guard inside, not on the lawn outside.</p><p></p><p>Hell, having a highly trained thief (high Dex, trained in Athletics) roll at all for scaling a tower is dull, which is likely why they've been talking about ability scores as a "take 10" option to just do certain things instead of rolling. That's the start of the designers recognizing that rolling constantly is not only silly, but boring. I just hope they take it a step further and put both of these great rules in the game in big bold letters.</p></blockquote><p></p>
[QUOTE="Ranganathan, post: 5897647, member: 6689455"] Let it Ride. My rule of thumb for this has always been if a movie would handle it as a quick montage, it's one roll. Anything more gives the action far too much weight, and as the math will show, simply increases the chance of failure without adding anything all that interesting. Make it Interesting. If failure doesn't provide interesting results, there's no meaningful need for dice. Use the dice when there's chance, granted. But that should be a chance of something good (and interesting) happening or something bad (and interesting happening). Climbing a tower and having a failed climb check slide you down a few feet is dull. Pure and simple. Make the player roll it to see how long it takes, not if he does it. That stealth check should be made as the thief is trying to avoid a guard inside, not on the lawn outside. Hell, having a highly trained thief (high Dex, trained in Athletics) roll at all for scaling a tower is dull, which is likely why they've been talking about ability scores as a "take 10" option to just do certain things instead of rolling. That's the start of the designers recognizing that rolling constantly is not only silly, but boring. I just hope they take it a step further and put both of these great rules in the game in big bold letters. [/QUOTE]
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