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What ideas from 13th Age are people using for dnd?
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<blockquote data-quote="NinjaPaladin" data-source="post: 6153672" data-attributes="member: 6747691"><p>Yeah, failing forward doesn't mean that you never fail. It's not for combat situations, and not for every check, I think. Regarding the locked door, I would react to a failure as a GM depending on my group:</p><p></p><p>- If they have other ideas, and this was the easy option, then hey, now they can try something else. Lockpick breaks in the lock, now try the rooftop. </p><p>- If they don't have other ideas, but I have an easy redirect, then I can use the redirect. Lockpick breaks in the lock because you had to hurry to avoid an approaching guard, but as he passes you (hidden in the shadows), you see the key dangling from his belt. Voila, redirected. </p><p>- If they have no ideas and there's no logical redirect, and all they'd be able to do is retry, then I'd have them fail forward. The door opens, but because the lock wasn't picked quite right, the lock screeches as the door slides open, alerting every guard on this floor to a possible intruder. </p><p></p><p>The important thing is that the players are never flat-out blocked on progressing.</p></blockquote><p></p>
[QUOTE="NinjaPaladin, post: 6153672, member: 6747691"] Yeah, failing forward doesn't mean that you never fail. It's not for combat situations, and not for every check, I think. Regarding the locked door, I would react to a failure as a GM depending on my group: - If they have other ideas, and this was the easy option, then hey, now they can try something else. Lockpick breaks in the lock, now try the rooftop. - If they don't have other ideas, but I have an easy redirect, then I can use the redirect. Lockpick breaks in the lock because you had to hurry to avoid an approaching guard, but as he passes you (hidden in the shadows), you see the key dangling from his belt. Voila, redirected. - If they have no ideas and there's no logical redirect, and all they'd be able to do is retry, then I'd have them fail forward. The door opens, but because the lock wasn't picked quite right, the lock screeches as the door slides open, alerting every guard on this floor to a possible intruder. The important thing is that the players are never flat-out blocked on progressing. [/QUOTE]
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What ideas from 13th Age are people using for dnd?
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