death2uall64
Well-Known Pubber
- Joined
- Dec 26, 2021
- Messages
- 44
- Reaction score
- 162
The entire Forged in the Dark game system is based on the idea of failure with consequences - success (with consequences) - simple success, but it's so foreign to D&D players' sensibilities that I can't see it ever working in any 5e campaign, ever. I mean, the GM in Blades in the Dark and other games based on Evil Hat Productions' core system never ... ever ... rolls a die. I can't see most 5e DMs being able to adapt, frankly.So I've been giving some thought to partial success in 5E, something the DMG gives brief attention to, suggesting that failing by 1 or 2 could allow partial success (so 5-10% of the time). I was pondering something a little bigger, although all I have are back-of-napkin ideas at the moment. This has led me to a question though, a would you rather type of question
So let's assume a decently skilled 1st level character with a +5 total to a core skill.
Would you rather succeed at a Hard Task (DC 15) half the time as is standard (so on a roll of 10+)
or
Would you rather succeed but with some consequence on a 5-15 (so +/- 5 over DC) and succeed completely on a 16+
The later means 25% more success of some kind on a core skill, but at the cost of narrative consequences like you'd see in PbtA or FitD, or less chances of success but with success always as an absolute like it is currently?
This is not a leading question, and the math there is very approximate and hasn't been stress tested for Expertise or higher tier play.
Oh, Christ. I literally cannot watch three to four hours of other people playing. Even trying to makes me want to go berserk ... with a chainsaw ... after five to ten minutes. Oddly enough, however, I have no problem with hours-long tutorials about computer games. Perhaps this is because I actually gain valuable knowledge from them, whereas I find that simply reading the rules of a TTRPG gives me enough information to know what I want to do with my characters.The only time I'll watch/seek out a game actual play video is because it's a new rules set or even potentially an old one where I want to understand how a mechanic or mechanics operate. Unfortunately most games are light on actually discussing rules or being detailed about the rules mechanics as their being used.