• OneCardboardBox@lemmy.sdf.org
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    7 months ago

    I’ve been trying to include failure techniques from DungeonWorld’s suddenly ogres in my game. It proposes a few neat ideas for consequences of failure that are broadly applicable to many RPG systems.

    Eg, in the example above, maybe the Rogue (truthfully or not) blabs that their source was [ancient evil tome forbidden by the paladin’s order]. Now the complication is not that the Paladin disbelieves the rogue’s claim, but that they might question the rogue’s true intentions.

    Edit: Or in the example given about landing a plane. An experienced pilot won’t crash 1/20 times, but what if Air Traffic Control did a bad job managing things today? It will take 1h for the plane to be assigned to a gate, but you need to catch the train to Borovia in 1h15.

    An award winning surgeon rolls a 1 while giving a routine lecture? The presentation is so fucking boring that half the students fall asleep. Now the surgeon has to deal with the extra office hours of students who don’t understand this part of the curriculum.

    • abraxas@sh.itjust.works
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      7 months ago

      Yeah, I really like the “success with complications” category (Fate system does something like this, too) to keep things moving when a bad roll would otherwise make 1-in-a-million tragedy happen.

      Doubly so if that bad roll would be a session- or campaign-ender.

  • tired_lemming@sh.itjust.works
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    7 months ago

    I like how Pathfinder 2E does it. A 20 brings your result one tier higher. A 1 brings your result one tier lower. With a high enough base expertise, you can still succeed when rolling a 1, just not as awesome as you normally are. And a 20 isn’t a guarantee against really strong foes.

  • LaoArchAngel@lemmynsfw.com
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    7 months ago

    Critical success and failure has never applied to skills. It was only ever in the rules for attack rolls and (in 5e) death saving throws. Critical success and failure in skill checks is probably an example of the Mandela Effect. Anyway, for the above reasons I don’t use them as such. However, on nat 20s I might provide a “path for success” where one may not otherwise have been possible. But it’s never a given. More of an opportunity for roleplay.

    • It’s not in the rules, but it makes sense. It also does have rules about taking an automatic 10 for low DC stuff, which you usually only do if even a roll of 1 would succeed so it gives a good trade off having nat 1s be a failure even in skill checks when the player opts to roll instead of taking a 10.