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What are your biggest immersion breakers, rules wise?
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<blockquote data-quote="JiffyPopTart" data-source="post: 7830011" data-attributes="member: 4881"><p>I agree with this, however "time between checks" for the same kind of check may be variable. For instance...say you are in a dungeon and you try to pick a lock of a chest and fail because you rolled a 2. Perhaps your character failed because they had a bad day. Perhaps they failed because they don't have quite the right tool for the lock on them. Or maybe they failed because the lock is jammed up and rusted shut.</p><p></p><p>Note that I don't have to have pre-written in my adventure notes "This lock requires the #7 hooked file to open" or "This lock is rusted and cannot be picked in the dungeon", making up a reason you failed to pick the lock is just something I, as the GM, would do in the course of a game. In each of those cases you would eventually get the chest open however the "wait time" for that to happen would be based on whatever popped into my head as the reason you failed on that initial 2 roll.</p><p></p><p>I'd only let you try again immediately if you were in rounds. When in rounds I consider one "attempt" as the same as a single attack with a sword. If you were out of rounds I wouldn't let you just try again because I am saying that is your "best effort" for that lock under those circumstances. Only by changing circumstances can you retry (or just auto succeed) which might be taking a short rest, a long rest, expending a resource, or even taking the chest to another location. I would make something up on the spot to determine what that might be.</p><p></p><p>In the case of rust, lets say, you might ask if the wizard can cast a grease spell on it and i'd give you another roll. Still fail? The grease isn't the same as machine oil you have in your workshop at home. Pretty much any chest you get back to your workshop is an auto-trap-find-and-open unless its very magical in my book.</p></blockquote><p></p>
[QUOTE="JiffyPopTart, post: 7830011, member: 4881"] I agree with this, however "time between checks" for the same kind of check may be variable. For instance...say you are in a dungeon and you try to pick a lock of a chest and fail because you rolled a 2. Perhaps your character failed because they had a bad day. Perhaps they failed because they don't have quite the right tool for the lock on them. Or maybe they failed because the lock is jammed up and rusted shut. Note that I don't have to have pre-written in my adventure notes "This lock requires the #7 hooked file to open" or "This lock is rusted and cannot be picked in the dungeon", making up a reason you failed to pick the lock is just something I, as the GM, would do in the course of a game. In each of those cases you would eventually get the chest open however the "wait time" for that to happen would be based on whatever popped into my head as the reason you failed on that initial 2 roll. I'd only let you try again immediately if you were in rounds. When in rounds I consider one "attempt" as the same as a single attack with a sword. If you were out of rounds I wouldn't let you just try again because I am saying that is your "best effort" for that lock under those circumstances. Only by changing circumstances can you retry (or just auto succeed) which might be taking a short rest, a long rest, expending a resource, or even taking the chest to another location. I would make something up on the spot to determine what that might be. In the case of rust, lets say, you might ask if the wizard can cast a grease spell on it and i'd give you another roll. Still fail? The grease isn't the same as machine oil you have in your workshop at home. Pretty much any chest you get back to your workshop is an auto-trap-find-and-open unless its very magical in my book. [/QUOTE]
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What are your biggest immersion breakers, rules wise?
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