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What are your biggest immersion breakers, rules wise?
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<blockquote data-quote="DammitVictor" data-source="post: 7833164" data-attributes="member: 6750908"><p>Okay, so one? <em>That's a house rule.</em></p><p></p><p>Two, the house rule you're describing is simply a more reasonable and practical way of abstracting the "immersion-breaking" rule of allowing people to retry until they succeed. This is not a counter-argument to anything I've said about the realism of being able to retry some skill checks indefinitely... it's just a more streamlined way of accomplishing the exact same thing I'm saying.</p><p></p><p></p><p></p><p>I understand what you're saying perfectly, but it's still absolute nonsense.</p><p></p><p>If you set the DC for picking a lock according to how long the PC spends making the attempt-- which is reasonable-- there's still <em>no logical reason</em> that a PC cannot make another attempt in the immediate future, taking more time or <em>even taking less time</em>, and not have the exact same chance at success that they did on the "first attempt" you keep dismissing.</p><p></p><p><em>"... their die roll represents all their effort over that hour."</em></p><p></p><p>So what happens when they spend an hour on the lock, fail at the given DC, and then decide to take a break and come back fresh?</p><p></p><p>There's nothing wrong with abstracting multiple attempts to open a lock with a single die roll with Advantage or reduced DC... but that's just abstracting the same process people are complaining is unrealistic-- "trying until you succeed"-- while I'm trying to argue that no, that's how exactly how that works.</p></blockquote><p></p>
[QUOTE="DammitVictor, post: 7833164, member: 6750908"] Okay, so one? [i]That's a house rule.[/i] Two, the house rule you're describing is simply a more reasonable and practical way of abstracting the "immersion-breaking" rule of allowing people to retry until they succeed. This is not a counter-argument to anything I've said about the realism of being able to retry some skill checks indefinitely... it's just a more streamlined way of accomplishing the exact same thing I'm saying. I understand what you're saying perfectly, but it's still absolute nonsense. If you set the DC for picking a lock according to how long the PC spends making the attempt-- which is reasonable-- there's still [i]no logical reason[/i] that a PC cannot make another attempt in the immediate future, taking more time or [i]even taking less time[/i], and not have the exact same chance at success that they did on the "first attempt" you keep dismissing. [i]"... their die roll represents all their effort over that hour."[/i] So what happens when they spend an hour on the lock, fail at the given DC, and then decide to take a break and come back fresh? There's nothing wrong with abstracting multiple attempts to open a lock with a single die roll with Advantage or reduced DC... but that's just abstracting the same process people are complaining is unrealistic-- "trying until you succeed"-- while I'm trying to argue that no, that's how exactly how that works. [/QUOTE]
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Community
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What are your biggest immersion breakers, rules wise?
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