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What Is D&D Generally Bad At That You Wish It Was Better At?
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<blockquote data-quote="EzekielRaiden" data-source="post: 9608764" data-attributes="member: 6790260"><p>Sure. The rules don't really discuss how to make any use of the relative numbers of successes vs failures to enhance the overall experience, but every DM I've ever had who has run them has done so. While I would understand folks feeling lost or direction less for trying to achieve this, if you find the "group binary" inadequate or dull...why <em>wouldn't</em> you do this? It's not like it's against the rules in any way.</p><p></p><p></p><p>Sure. That's the dynamic situation part I mentioned. Each roll, success or failure, changes the state of play. Some SCs aren't super amenable to that (for example, if the group is collectively doing research or gathering intel, it doesn't make much sense that every single roll results in a major change to the state of play), but chase scenes are one type where it's both extremely fitting and especially valuable to do so. If the quarry gets far away, the hunters get desperate, and if the hunters are snapping at their heels, the quarry gets desperate. Each "moment" (for lack of a better term) in the scene is in a different place with different context, meaning what is valuable vs negligible vs harmful is constantly changing.</p><p></p><p>Maybe the party Barbarian had the strength and speed to leap across rooftop after rooftop, so her success forces the quarry to dive down to street level in the hopes of disappearing into the crowd. But then the Bard's cunning and skill with leveraging the masses erases that advantage, so now the quarry, desperate and running out of options, starts vandalizing shopkeepers' stalls so that the PCs get caught in the resulting disaster. The Wizard tries to help with Arcana, essentially to reverse the damage, but it's too much too fast for them to fix <em>all</em> of it at speed, and the quarry slips further ahead, out of direct line of sight. Then the Sorcerer tries to persuade folks to tell her where the quarry went, but the crowd is just too upset and briefly blames the party for the issue, putting the quarry almost out of reach now. In the height of this tension, the Paladin, knowing that his god is hoping to make inroads with the population of this city, begs for a sign, a route to take, and is given one that cuts the quarry off at the pass, miraculously clear of people or obstacles.</p><p></p><p>The quarry has made it to the very gate of their hideout, but the party <em>has</em> caught them: two failures before four successes, an imperfect victory but a victory nonetheless. Had the Paladin failed, it would be there and three, and I'd probably rule that as the quarry has gone to ground, but the party knows for sure where that is and even some of its defenses. They failed to truly stop their opposition, but it was an extremely <em>narrow</em> loss, a cloud with a bright silver lining.</p><p></p><p>This way, every success does in fact matter. They aren't fungible. Further, even a failed SC isn't the worst thing, if the successes earned them <em>enough</em> benefits that they can still call it progress. It's sort of a mixture of "fail forward" and "focus on the fiction". Having seen this in action with at least three different DMs, it's a big part of why I love 4e so much (and why I find Dungeon World so comfortable to DM even though it is nowhere near crunchy enough for my preferences.)</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9608764, member: 6790260"] Sure. The rules don't really discuss how to make any use of the relative numbers of successes vs failures to enhance the overall experience, but every DM I've ever had who has run them has done so. While I would understand folks feeling lost or direction less for trying to achieve this, if you find the "group binary" inadequate or dull...why [I]wouldn't[/I] you do this? It's not like it's against the rules in any way. Sure. That's the dynamic situation part I mentioned. Each roll, success or failure, changes the state of play. Some SCs aren't super amenable to that (for example, if the group is collectively doing research or gathering intel, it doesn't make much sense that every single roll results in a major change to the state of play), but chase scenes are one type where it's both extremely fitting and especially valuable to do so. If the quarry gets far away, the hunters get desperate, and if the hunters are snapping at their heels, the quarry gets desperate. Each "moment" (for lack of a better term) in the scene is in a different place with different context, meaning what is valuable vs negligible vs harmful is constantly changing. Maybe the party Barbarian had the strength and speed to leap across rooftop after rooftop, so her success forces the quarry to dive down to street level in the hopes of disappearing into the crowd. But then the Bard's cunning and skill with leveraging the masses erases that advantage, so now the quarry, desperate and running out of options, starts vandalizing shopkeepers' stalls so that the PCs get caught in the resulting disaster. The Wizard tries to help with Arcana, essentially to reverse the damage, but it's too much too fast for them to fix [I]all[/I] of it at speed, and the quarry slips further ahead, out of direct line of sight. Then the Sorcerer tries to persuade folks to tell her where the quarry went, but the crowd is just too upset and briefly blames the party for the issue, putting the quarry almost out of reach now. In the height of this tension, the Paladin, knowing that his god is hoping to make inroads with the population of this city, begs for a sign, a route to take, and is given one that cuts the quarry off at the pass, miraculously clear of people or obstacles. The quarry has made it to the very gate of their hideout, but the party [I]has[/I] caught them: two failures before four successes, an imperfect victory but a victory nonetheless. Had the Paladin failed, it would be there and three, and I'd probably rule that as the quarry has gone to ground, but the party knows for sure where that is and even some of its defenses. They failed to truly stop their opposition, but it was an extremely [I]narrow[/I] loss, a cloud with a bright silver lining. This way, every success does in fact matter. They aren't fungible. Further, even a failed SC isn't the worst thing, if the successes earned them [I]enough[/I] benefits that they can still call it progress. It's sort of a mixture of "fail forward" and "focus on the fiction". Having seen this in action with at least three different DMs, it's a big part of why I love 4e so much (and why I find Dungeon World so comfortable to DM even though it is nowhere near crunchy enough for my preferences.) [/QUOTE]
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