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What happens when you fail?
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<blockquote data-quote="Baron Opal II" data-source="post: 8795721" data-attributes="member: 6794067"><p>Typical parameters for failure are important to define at the start of play. Most of the time a failure is often a partial success at levels 5+, unless modifiers to the roll cause the result to be negative.</p><p></p><p>Actual play examples:</p><p></p><p>A thief can pick a standard lock in 10 minutes at worst. At best, they can pick it in a round. If the roll is failed it is opened in a minute, sometimes 10 minutes, depending on the degree of failure. Breaking picks usually only happens on negative rolls, 5- for low level thieves.</p><p></p><p>I rank knowledge and trade skills at four ranks; apprentice, fellowcraft, master, grand master. The minimum competence level is defined for those rankings. If a roll is called for it is for something at the edge of competency or typical exposure. Example; a cleric and a magician have fellowcraft rank in Magical Lore. The party comes across an extra-planar creature. The cleric fails. They are able to determine that they are looking at an extra-planar creature, not an explicit foe of the church, pretty sure on a list of "dangerous entities" at the temple. The magician succeeds. They know that it is an extra-planar creature, it is called a "slaad", they are from the Ylem Sea, they are dangerous due to power and unpredictability, but they don't know any particular vulnerabilities as it is one of the rare entities in the prime material.</p><p></p><p>So, either of them can determine if something is extra-planar and if it is an entity that is consider sapient, sentient, or reflexive. Success leads to priest's knowledge of the entity in their dogma, a magician's knowledge of origin, and either's knowledge of vulnerability.</p></blockquote><p></p>
[QUOTE="Baron Opal II, post: 8795721, member: 6794067"] Typical parameters for failure are important to define at the start of play. Most of the time a failure is often a partial success at levels 5+, unless modifiers to the roll cause the result to be negative. Actual play examples: A thief can pick a standard lock in 10 minutes at worst. At best, they can pick it in a round. If the roll is failed it is opened in a minute, sometimes 10 minutes, depending on the degree of failure. Breaking picks usually only happens on negative rolls, 5- for low level thieves. I rank knowledge and trade skills at four ranks; apprentice, fellowcraft, master, grand master. The minimum competence level is defined for those rankings. If a roll is called for it is for something at the edge of competency or typical exposure. Example; a cleric and a magician have fellowcraft rank in Magical Lore. The party comes across an extra-planar creature. The cleric fails. They are able to determine that they are looking at an extra-planar creature, not an explicit foe of the church, pretty sure on a list of "dangerous entities" at the temple. The magician succeeds. They know that it is an extra-planar creature, it is called a "slaad", they are from the Ylem Sea, they are dangerous due to power and unpredictability, but they don't know any particular vulnerabilities as it is one of the rare entities in the prime material. So, either of them can determine if something is extra-planar and if it is an entity that is consider sapient, sentient, or reflexive. Success leads to priest's knowledge of the entity in their dogma, a magician's knowledge of origin, and either's knowledge of vulnerability. [/QUOTE]
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