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What happens when you fail?
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<blockquote data-quote="Maxperson" data-source="post: 8795541" data-attributes="member: 23751"><p>It's super hard to answer the question as presented since so much is dependent on the other circumstances happening in the game. Let's look at failing to pick the lock.</p><p></p><p>1. Nothing happens if it's a lock in the rogue's home. No consequences, so failure really doesn't mean anything.</p><p>2. Failure to get into the treasure room could just be a failure.</p><p>3. Failure to get into the treasure room could set off a trap on the door.</p><p>4. Failure to get into the treasure room could mean that the ogre guard you heard walking to check the area walks in on you before you can get inside and out of sight.</p><p>5. Failure to get into the treasure room could mean that the party wizard they hear screaming, who used his one dimension door to get into the room first and check it out will die to the guardian before you guys can get inside.</p><p>6-27646365 Failure means other stuff.</p><p></p><p>As DM when a situation comes up, the consequences for failure will usually be pretty apparent. You've been very involved in the setup and game play that led to this point, so you know what will probably happen with both a success and failure before the roll.</p><p></p><p>As for the stakes/consequences, they will often already be apparent to the players as well. With the above lock examples, numbers 1, 4, and 5 are pretty apparent to the players. Number 3 will not be, and I'm not going to tell the players in advance about the trap. Other times it might not be apparent to the players, but would be apparent to the PC and I will let the player know. Like the consequence itself, the DM should have a good idea whether it's apparent, secret or not apparent and should be told.</p></blockquote><p></p>
[QUOTE="Maxperson, post: 8795541, member: 23751"] It's super hard to answer the question as presented since so much is dependent on the other circumstances happening in the game. Let's look at failing to pick the lock. 1. Nothing happens if it's a lock in the rogue's home. No consequences, so failure really doesn't mean anything. 2. Failure to get into the treasure room could just be a failure. 3. Failure to get into the treasure room could set off a trap on the door. 4. Failure to get into the treasure room could mean that the ogre guard you heard walking to check the area walks in on you before you can get inside and out of sight. 5. Failure to get into the treasure room could mean that the party wizard they hear screaming, who used his one dimension door to get into the room first and check it out will die to the guardian before you guys can get inside. 6-27646365 Failure means other stuff. As DM when a situation comes up, the consequences for failure will usually be pretty apparent. You've been very involved in the setup and game play that led to this point, so you know what will probably happen with both a success and failure before the roll. As for the stakes/consequences, they will often already be apparent to the players as well. With the above lock examples, numbers 1, 4, and 5 are pretty apparent to the players. Number 3 will not be, and I'm not going to tell the players in advance about the trap. Other times it might not be apparent to the players, but would be apparent to the PC and I will let the player know. Like the consequence itself, the DM should have a good idea whether it's apparent, secret or not apparent and should be told. [/QUOTE]
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