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General Tabletop Discussion
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What are your biggest immersion breakers, rules wise?
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<blockquote data-quote="Charlaquin" data-source="post: 7829535" data-attributes="member: 6779196"><p>If you miss a creature with your attack on one turn, you can try again the next. If you fail to pick a lock... why can’t you try again after whatever interval lock picking takes? It’s inconsistent.</p><p></p><p></p><p>...huh? It should be resolved with one or more rolls. What gave you the impression that I would have thought otherwise?</p><p></p><p></p><p>How so?</p><p></p><p></p><p>Because the “best effort” method makes my character’s utmost capacity a variable determined by a dice roll, instead of a fixed value. Under “best effort,” a Very Hard task might be within my character’s capabilities one moment, and beyond it the next, just based on the roll of a die. Under “one roll per attempt,” I always know the exact difficulty task my character can succeed at under ideal circumstances, and whether or not I succeed at doing it in less-than-ideal circumstances depends on whether or not I’m willing to pay the cost to try and/or risk the consequences of failure for every attempt until I do. And the dice rolls determine how many attempts it takes, if I don’t give up before I get it.</p><p></p><p></p><p>Who said anything about quickly and easily? If trying again eats up time, by all means, have it eat up that time. What I find immersion breaking is being told “nope, you can’t try again. That 2 you rolled? That’s the best your character can do, and it wasn’t enough.” Meanwhile, I’ve successfully opened a dozen locks with higher DCs to pick than, but ok, I guess for some reason the best my character can do just got magically lower for this lock. Funny, that.</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 7829535, member: 6779196"] If you miss a creature with your attack on one turn, you can try again the next. If you fail to pick a lock... why can’t you try again after whatever interval lock picking takes? It’s inconsistent. ...huh? It should be resolved with one or more rolls. What gave you the impression that I would have thought otherwise? How so? Because the “best effort” method makes my character’s utmost capacity a variable determined by a dice roll, instead of a fixed value. Under “best effort,” a Very Hard task might be within my character’s capabilities one moment, and beyond it the next, just based on the roll of a die. Under “one roll per attempt,” I always know the exact difficulty task my character can succeed at under ideal circumstances, and whether or not I succeed at doing it in less-than-ideal circumstances depends on whether or not I’m willing to pay the cost to try and/or risk the consequences of failure for every attempt until I do. And the dice rolls determine how many attempts it takes, if I don’t give up before I get it. Who said anything about quickly and easily? If trying again eats up time, by all means, have it eat up that time. What I find immersion breaking is being told “nope, you can’t try again. That 2 you rolled? That’s the best your character can do, and it wasn’t enough.” Meanwhile, I’ve successfully opened a dozen locks with higher DCs to pick than, but ok, I guess for some reason the best my character can do just got magically lower for this lock. Funny, that. [/QUOTE]
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Community
General Tabletop Discussion
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What are your biggest immersion breakers, rules wise?
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