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What happens when you fail?
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<blockquote data-quote="Blue" data-source="post: 8795040" data-attributes="member: 20564"><p>That's true ina number of game systems. In D&D, the bar is "is there uncertainty?". From pg 237 of the DMG where it lays out the concept for Ability Checks:</p><p></p><p>--</p><p>USING ABILITY SCORES</p><p>When a player wants to do something , it 's often appropriate to let the attempt succeed without a roll or a reference to the character 's ability scores. For example, a character doesn't normally need to make a Dexterity check to walk across an empty room or a Charisma check to order a mug of ale. Only call for a roll if there is a meaningful consequence for failure.</p><p>When deciding whether to use a roll, ask yourself two questions:</p><ul> <li data-xf-list-type="ul">Is a task so easy and so free of conflict and stress that there should be no chance of failure?</li> <li data-xf-list-type="ul">Is a task so inappropriate or impossible- such as hitting the moon with an arrow-that it can't work?</li> </ul><p>If the answer to both of these questions is no, some kind of roll is appropriate. The following sections provide guidance on determining whether to call for an ability check, attack roll, or saving throw ; how to assign DCs; when to use advantage and disadvantage; and other related topics.</p><p>--</p><p></p><p>Notice that the only requirement is that it's not an auto success or failure.</p><p></p><p>This is further expanded on a bit later.</p><p></p><p>--</p><p>MULTIPLE ABILITY CHECKS</p><p>Sometimes a character fails an ability check and wants to try again. In some cases , a character is free to do so; the only real cost is the time it takes. </p><p>--</p><p></p><p>D&D as a system <em>does not require there to be consequences to a roll</em>, a "null result" is acceptable in the system.</p><p></p><p>Now, I tend to run it a bit more like what you described personally, but that's because I've been exposed to concepts like that and agree with them.</p></blockquote><p></p>
[QUOTE="Blue, post: 8795040, member: 20564"] That's true ina number of game systems. In D&D, the bar is "is there uncertainty?". From pg 237 of the DMG where it lays out the concept for Ability Checks: -- USING ABILITY SCORES When a player wants to do something , it 's often appropriate to let the attempt succeed without a roll or a reference to the character 's ability scores. For example, a character doesn't normally need to make a Dexterity check to walk across an empty room or a Charisma check to order a mug of ale. Only call for a roll if there is a meaningful consequence for failure. When deciding whether to use a roll, ask yourself two questions: [LIST] [*]Is a task so easy and so free of conflict and stress that there should be no chance of failure? [*]Is a task so inappropriate or impossible- such as hitting the moon with an arrow-that it can't work? [/LIST] If the answer to both of these questions is no, some kind of roll is appropriate. The following sections provide guidance on determining whether to call for an ability check, attack roll, or saving throw ; how to assign DCs; when to use advantage and disadvantage; and other related topics. -- Notice that the only requirement is that it's not an auto success or failure. This is further expanded on a bit later. -- MULTIPLE ABILITY CHECKS Sometimes a character fails an ability check and wants to try again. In some cases , a character is free to do so; the only real cost is the time it takes. -- D&D as a system [I]does not require there to be consequences to a roll[/I], a "null result" is acceptable in the system. Now, I tend to run it a bit more like what you described personally, but that's because I've been exposed to concepts like that and agree with them. [/QUOTE]
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