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What happens when you fail?
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<blockquote data-quote="Asisreo" data-source="post: 8795155" data-attributes="member: 7019027"><p>I tell my players what the stakes might be before they roll if they ask. If they really want to know, they can make a wisdom check. I always tell the players the success DC. There is usually a consequence when they roll, the only times when there isn't a consequence is if they're doing something comedic, such that the consequence isn't impactful but it's hopefully entertaining. </p><p></p><p>Sometimes, the consequence is explicit but they might not fully understand the scope of the consequences. The impact might not be immediate or apparent, but it does have an impact. </p><p></p><p>An example of how I DM: </p><p></p><p>"I want to pick this lock." </p><p></p><p>"Okay, that's a DC 15 dexterity check. You can add your proficiency with either sleight of hands or theives' tools and you have advantage if you have both. If you succeed, you unlock it in 6 seconds. If you fail, you take 10 minutes to unlock it." </p><p></p><p>"Oh...I got a 9..." </p><p></p><p>"Okay, the lock was particularly tricky for your otherwise skillful talents. But finally, after ten minutes, you get the door unlocked." </p><p></p><p><em>I tick down another mark on my dungeon time tally, with every 6 ticks equating to a roll on the random encounter table. I remind players that any spells or effects with durations less than 10 minutes have ended.</em> </p><p></p><p>Also, If they would have succeeded, I wouldn't have tallied the time at all since increments of seconds is way too tedious. Increments of singular minutes aren't recorded either, but I do keep track of their travel pace in dungeon and mark a tally for every 3000ft they walk. It's very rare they walk that long, though, unless the dungeon is scaled massively (like being made for giants/dragons).</p></blockquote><p></p>
[QUOTE="Asisreo, post: 8795155, member: 7019027"] I tell my players what the stakes might be before they roll if they ask. If they really want to know, they can make a wisdom check. I always tell the players the success DC. There is usually a consequence when they roll, the only times when there isn't a consequence is if they're doing something comedic, such that the consequence isn't impactful but it's hopefully entertaining. Sometimes, the consequence is explicit but they might not fully understand the scope of the consequences. The impact might not be immediate or apparent, but it does have an impact. An example of how I DM: "I want to pick this lock." "Okay, that's a DC 15 dexterity check. You can add your proficiency with either sleight of hands or theives' tools and you have advantage if you have both. If you succeed, you unlock it in 6 seconds. If you fail, you take 10 minutes to unlock it." "Oh...I got a 9..." "Okay, the lock was particularly tricky for your otherwise skillful talents. But finally, after ten minutes, you get the door unlocked." [I]I tick down another mark on my dungeon time tally, with every 6 ticks equating to a roll on the random encounter table. I remind players that any spells or effects with durations less than 10 minutes have ended.[/I] Also, If they would have succeeded, I wouldn't have tallied the time at all since increments of seconds is way too tedious. Increments of singular minutes aren't recorded either, but I do keep track of their travel pace in dungeon and mark a tally for every 3000ft they walk. It's very rare they walk that long, though, unless the dungeon is scaled massively (like being made for giants/dragons). [/QUOTE]
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