(in D&D at least)

  • ideonek@piefed.social
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    1 day ago

    Ok, but if the 20 doesn’t succed, why did you let them roll in the first place?

    • godot@lemmy.world
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      18 hours ago

      Once in a blue moon, an impossible check can impress a scale of difficulty on the players.

      D&D example: a player with a high bonus attempts an Arcana check to figure out an enchantment and rolls well, up to a natural 20. I let the players have their moment of joy. Then I make a big deal of telling them they don’t have any idea what’s up with this enchantment. I really talk up how weird/complicated/confusing/impenetrable the enchantment is.

      I’d be trying to prompt emotions I want the players and PC to share. Frustration, inadequacy. The players would viscerally know they need to try a different approach.

      And because I gave the check a decent chunk of game time, it has more narrative weight. An interactive skill check is more substantial in the player’s mind than a monologue on the task being impossible, particularly if it stands out because they fail that check despite a super high result.

      It’s a niche scenario, I admit. Most of the time just don’t ask for the check.

    • Skua@kbin.earth
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      1 day ago

      In addition to what the others have said, I think degrees of failure are often a fun thing to introduce whether they are in the rules or not (I’ll assume D&D 5E). It might be that a 20 with your +3 athletics isn’t enough to completely leap over that huge gap, but you manage to grab a handhold a few metres below the edge. You’ll have to take a turn or two to climb up, but you’re okay. The cleric’s roll of 3 with a -1 athletics, on the other hand, sees him plummeting to the bottom and taking a heap of fall damage

      • ideonek@piefed.social
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        19 hours ago

        Yep, those are all great responses. I learned a lot.

        Funwise, it seems like a good solution would be “failure… but!” approach.

        So the player have at least some reward for doing the best they can even if it’s not enought to clear the chalange completely.

    • JackbyDev@programming.dev
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      1 day ago

      Because I don’t have everyone’s modifier for every skill, ability, saving throw, and attack memorized off the top of my head, nor do I have magical foresight into whether or not they will choose to use abilities that would add more additional points on top of those modifiers.

      • untorquer@lemmy.world
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        22 hours ago

        I agree. In casual play you can rely on veteran players to know their stats. If they’re the type to lie intentionally then they can leave the table. If they’re making mistakes then maybe something goes a little too easily, oh well. The best DMs i had didn’t give a shit and focused on rewarding players for learning.

      • Cornbread@lemmy.blahaj.zone
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        1 day ago

        You should at least have a general idea of your PC’s skillsets. As in, don’t let the country bumpkin make Arcana checks about monsters he’s never seen, or let the stick figure try to punch down a wall. If you look at a character in a situation and think, “there’s no way that could succeed,” then they shouldn’t be making a check.

        • JackbyDev@programming.dev
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          24 hours ago

          Think of it from their point of view though. They want to try and do something. For me to just flat out tell them “no, there’s no possible way” is discouraging and robs them of autonomy. Obviously for crazy extreme circumstances I won’t let them, like “let me convince the king to abdicate to me!” type things. But if I think the DC should be 25 or something I’m not gonna bother wasting my time calculating what the theoretical maximum could be for the roll because I genuinely cannot know. The player can always do things I don’t expect or use other players’ things to help. For reasonable but implausible things I’ll allow rolls even if a nat 20 wouldn’t work because I’m not calculating what a nat 20 could theoretically be.

          Plus, I often give people little flavor benefits for nat 20s even if they don’t have mechanical success.

        • leftzero@lemmy.dbzer0.com
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          19 hours ago

          don’t let the country bumpkin make Arcana checks about monsters he’s never seen

          Why not? It could be fun! Of course non-critical rolls would be useless, but on a critical failure they could convince the whole party that dragons can’t see movement, and on a critical success they could buy mere chance figure out where its voonerables are (it’s a million-to-one chance, but it might just work!)…

          or let the stick figure try to punch down a wall

          Again, why not? All rolls, they take a bit of damage; critical failure, they break their arm or hand, and manage to dislodge a brick which starts a comically unlikely and extremely noisy Rube Goldberg chain reaction which ends up waking up and alerting all the guards; critical success, they hit the hidden button that opens the secret door (in another wall), starting a whole new subquest.

        • JackbyDev@programming.dev
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          1 day ago

          I regularly play in groups with eight player characters, Kolkani. Do you want me to check all eight of their sheets and all their abilities that could possibly modify their scores or just ask them to make a Blah (Foo) check check and see what the result is? It’s gonna be way faster for everyone to just ask them to roll.

            • Skua@kbin.earth
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              16 hours ago

              I don’t think I’ve ever needed more information than character level and a vague sense of whether that character/player is more or less effective in combat/social encounters than usual to make them. I definitely don’t need to worry about whether they’ve got expertise in history, that’s something they can bring up when I ask them for a history check

            • 🔍🦘🛎@lemmy.world
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              23 hours ago

              Throwing whatever you please at them. It’s fair because they’re informed of the risks and given opportunities to adjust their plans.