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General Tabletop Discussion
*Dungeons & Dragons
You Roll Low, Nothing Happens. Can this/should this be changed?
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<blockquote data-quote="Rune" data-source="post: 6506725" data-attributes="member: 67"><p>Just based on this, I'm going to highly recommend that you check out Dungeon World. It feels a lot like old-school D&D, but runs on an entirely different kind of chassis, which does basically everything you're looking for. </p><p></p><p>Almost everything the DM does in game is a response to a player's roll--so much so that there is no initiative; if a monster deals damage to them, it's because they made a poor attack that opened up their defenses (as one example). </p><p></p><p>Add to this a trinary value for all resolution rolls (failure/partial success/complete success) and many different possible complications that can arise and you've got a game that moves in unexpected directions, but always forward. </p><p></p><p></p><p></p><p>Okay. To apply this stuff to D&D, first, split the roll results up into three categories: failure by 5 or more equaling complete failure, any other failure being partial success, and everything else being complete success. </p><p></p><p>•For complete failures, complicate the plot in some related way. If you're still giving opponents turns in an initiative cycle, this can't result in an attack, but dropped weapons, reinforcements, broken lockpicks, slips that result in disadvantage on the next roll, and so on are all fair game. </p><p></p><p>•For partial success, I'd give the roller the option: either take a success that also comes with an as-yet-undetermined complication, or take the failure with no extraordinary complication. </p><p></p><p>•Success gives the roller what s/he wanted to accomplish. </p><p></p><p>A good way to think about all of this is to stop looking as the die roll as a "yes/no" check and start thinking of it as a check for control in a situation. Higher rolls mean more control is exerted; lower rolls mean less is.</p></blockquote><p></p>
[QUOTE="Rune, post: 6506725, member: 67"] Just based on this, I'm going to highly recommend that you check out Dungeon World. It feels a lot like old-school D&D, but runs on an entirely different kind of chassis, which does basically everything you're looking for. Almost everything the DM does in game is a response to a player's roll--so much so that there is no initiative; if a monster deals damage to them, it's because they made a poor attack that opened up their defenses (as one example). Add to this a trinary value for all resolution rolls (failure/partial success/complete success) and many different possible complications that can arise and you've got a game that moves in unexpected directions, but always forward. Okay. To apply this stuff to D&D, first, split the roll results up into three categories: failure by 5 or more equaling complete failure, any other failure being partial success, and everything else being complete success. •For complete failures, complicate the plot in some related way. If you're still giving opponents turns in an initiative cycle, this can't result in an attack, but dropped weapons, reinforcements, broken lockpicks, slips that result in disadvantage on the next roll, and so on are all fair game. •For partial success, I'd give the roller the option: either take a success that also comes with an as-yet-undetermined complication, or take the failure with no extraordinary complication. •Success gives the roller what s/he wanted to accomplish. A good way to think about all of this is to stop looking as the die roll as a "yes/no" check and start thinking of it as a check for control in a situation. Higher rolls mean more control is exerted; lower rolls mean less is. [/QUOTE]
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You Roll Low, Nothing Happens. Can this/should this be changed?
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