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<blockquote data-quote="5ekyu" data-source="post: 7315662" data-attributes="member: 6919838"><p>trying to not reference things that are just part of "fitting the setting flavor" kind of changes... here are some i like...</p><p></p><p>Three Way Skills Dance - In general i adopt the death save three wins or three losses for pretty much any "accumulate towards goal over time" tasks. its just an easy way to represent it with the "time per check" and "cost per check" being 1/4 of the normal requirements - so you can end up ahead or behind schedule and can end up under or over budget - so to speak. This just creates a fairly standard model for most things.</p><p></p><p>Dead End Disad DED - For the above mentioned 3WS, a failure in a given approach meand you reached a dead end and get disadvantage from then on *until* you change the circumstances. in some meaningful way. So say you are involved in researching some Eldori cult - start in library and get a success and a fail on history checks - now if you just stay in library you get disads to next rolls... but if instead you send someone out to look at one of the places referenced or to interview a local who has knowledge or history with it, those approaches are now different, likely different skills used - and not at disadvantage. (Could even be your teammate.) other options for changing things in a meaningful way could be "lets switch to better quality ingredients (double cost per check) or "lets be more cautious now that we know this ore is less refined than expected (double time per check.) etc etc etc etc.</p><p></p><p>All Player Rolls APR - Enemy attacks on PCs/allies are resolved by player rolling D20 and adding their AC. Enemy saves against PCs/allies effects are resolve by player rolling D20+Save DC. opposee checks are rolled by another player. Players roll the damage they take. As Gm i literally never touch a die.</p><p></p><p>Confidence Roll - the die result of a D20 roll is treated as a representation of the character's assessment of how well they did, how confident they are that they did t right. So, it is perfectly fine for a character to come away with results ABC and the feeling that "i am not sure that is conclusive" etc. "I didn't see anything unusual or secret doors or passages but there are gaps and breaks in the mortar and such and breezes and i could not get my fat fingers into those or see much myself."</p><p></p><p>Multi-effort - unless there are specific reasons not to do so, "I roll too" type of situations are resolved by rolling once with advantage using the PC they players choose among those contributing (usually but not always the most skilled.) No need for four or five cracks at the D20. </p><p></p><p>Tool/proficiency lacks - I do not usually strictly require a toolkit or proficiency to be present for a given task to be attempted but will instead apply disadvantage to a check for improper tools. There will certainly be cases where having a specific item is needed to get abc, but that is very different from something as broad as toolkit and proficiency type thing where improvizing can be a thing. </p><p></p><p>Proficiency Auto-pass - As a general rule, for anything that normally requires a check, you must have proficiency to avail yourself of the ten-times or ability-5 auto-pass options. this allows the notion that a big part of trained vs amateur is "consistency."</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7315662, member: 6919838"] trying to not reference things that are just part of "fitting the setting flavor" kind of changes... here are some i like... Three Way Skills Dance - In general i adopt the death save three wins or three losses for pretty much any "accumulate towards goal over time" tasks. its just an easy way to represent it with the "time per check" and "cost per check" being 1/4 of the normal requirements - so you can end up ahead or behind schedule and can end up under or over budget - so to speak. This just creates a fairly standard model for most things. Dead End Disad DED - For the above mentioned 3WS, a failure in a given approach meand you reached a dead end and get disadvantage from then on *until* you change the circumstances. in some meaningful way. So say you are involved in researching some Eldori cult - start in library and get a success and a fail on history checks - now if you just stay in library you get disads to next rolls... but if instead you send someone out to look at one of the places referenced or to interview a local who has knowledge or history with it, those approaches are now different, likely different skills used - and not at disadvantage. (Could even be your teammate.) other options for changing things in a meaningful way could be "lets switch to better quality ingredients (double cost per check) or "lets be more cautious now that we know this ore is less refined than expected (double time per check.) etc etc etc etc. All Player Rolls APR - Enemy attacks on PCs/allies are resolved by player rolling D20 and adding their AC. Enemy saves against PCs/allies effects are resolve by player rolling D20+Save DC. opposee checks are rolled by another player. Players roll the damage they take. As Gm i literally never touch a die. Confidence Roll - the die result of a D20 roll is treated as a representation of the character's assessment of how well they did, how confident they are that they did t right. So, it is perfectly fine for a character to come away with results ABC and the feeling that "i am not sure that is conclusive" etc. "I didn't see anything unusual or secret doors or passages but there are gaps and breaks in the mortar and such and breezes and i could not get my fat fingers into those or see much myself." Multi-effort - unless there are specific reasons not to do so, "I roll too" type of situations are resolved by rolling once with advantage using the PC they players choose among those contributing (usually but not always the most skilled.) No need for four or five cracks at the D20. Tool/proficiency lacks - I do not usually strictly require a toolkit or proficiency to be present for a given task to be attempted but will instead apply disadvantage to a check for improper tools. There will certainly be cases where having a specific item is needed to get abc, but that is very different from something as broad as toolkit and proficiency type thing where improvizing can be a thing. Proficiency Auto-pass - As a general rule, for anything that normally requires a check, you must have proficiency to avail yourself of the ten-times or ability-5 auto-pass options. this allows the notion that a big part of trained vs amateur is "consistency." [/QUOTE]
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