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What happens when you fail?
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<blockquote data-quote="prabe" data-source="post: 8794681" data-attributes="member: 7016699"><p>It depends.</p><p></p><p>I realize that's not a super-helpful answer, so I will expand some, based on how I run at this point--which is emphatically not exactly what the book ... suggests, I guess. I do not have examples of all the types of situations immediately coming to mind, for which I apologize.</p><p></p><p>If it's a task one person is doing, and it's a thing they can perceive and it's a thing they're proficient at, they'll know the DC--it's a perk of being Proficient in my games. The rogue in your instance will probably know how hard that lock is before committing to attempting to pick it.</p><p></p><p>There are tasks it doesn't seem plausible to me that a PC would know the DC for, and I typically don't give those. The bard, for instance, doesn't know how hard it is to seduce the barman--unless they put some effort into finding that out.</p><p></p><p>Most of the time, what failure is, is pretty clear. Sometimes it means something other than, i.e., "the lock doesn't open," and if that's the case I prefer for that to be clear to the player/s.</p><p></p><p>If it's a task the party is doing--such as happened recently, where the entire party was clambering over a wall and down a tied rope to get into a walled compound--I will make the DC player-facing, and try to make the failure-state clear. In this example it was DC 10, success meant you had your action, failure meant you had used it to Dash; both cases the player had choice of tactical positioning.</p><p></p><p>In the case of your larger decision--resting instead of interrupting the summoning ritual--I would want the players to have enough information to know what they were deciding, and what the outcome differentials were. If I didn't think that was clear, I'd <strong>ask</strong>.</p></blockquote><p></p>
[QUOTE="prabe, post: 8794681, member: 7016699"] It depends. I realize that's not a super-helpful answer, so I will expand some, based on how I run at this point--which is emphatically not exactly what the book ... suggests, I guess. I do not have examples of all the types of situations immediately coming to mind, for which I apologize. If it's a task one person is doing, and it's a thing they can perceive and it's a thing they're proficient at, they'll know the DC--it's a perk of being Proficient in my games. The rogue in your instance will probably know how hard that lock is before committing to attempting to pick it. There are tasks it doesn't seem plausible to me that a PC would know the DC for, and I typically don't give those. The bard, for instance, doesn't know how hard it is to seduce the barman--unless they put some effort into finding that out. Most of the time, what failure is, is pretty clear. Sometimes it means something other than, i.e., "the lock doesn't open," and if that's the case I prefer for that to be clear to the player/s. If it's a task the party is doing--such as happened recently, where the entire party was clambering over a wall and down a tied rope to get into a walled compound--I will make the DC player-facing, and try to make the failure-state clear. In this example it was DC 10, success meant you had your action, failure meant you had used it to Dash; both cases the player had choice of tactical positioning. In the case of your larger decision--resting instead of interrupting the summoning ritual--I would want the players to have enough information to know what they were deciding, and what the outcome differentials were. If I didn't think that was clear, I'd [B]ask[/B]. [/QUOTE]
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