(in D&D at least)

  • Godort ( Godort@lemmy.ca ) 
    link
    fedilink
    arrow-up
    39
    ·
    1 year ago

    It’s technically homebrew, but basically every table Ive played at will give you a little bonus if you roll a 20 for a check and a little negative if you roll a 1. But we still kept that a 20 does not necessarily mean an auto success and a 1 is not necessarily an auto failure. You still need to beat the DC

  • Hegar ( Hegar@fedia.io ) 
    link
    fedilink
    arrow-up
    34
    ·
    1 year ago

    D&D has all the money in the entire hobby, basically, and they still make terrible design decisions like this.

    Rolling a nat 20 and getting a crit is the jackpot of d&d mechanics. Don’t design a system where sometimes you hit the jackpot but don’t win anything. That’s an objectively bad choice to make.

    • Dae ( DaedalousIlios@pawb.social ) 
      link
      fedilink
      arrow-up
      17
      ·
      1 year ago

      I 90% agree. I think most of the opposition to this comes from people exhausted with habitual boundary-pushers who think that a nat 20 means they can get away with defying the laws of reality.

      Like, no, a nat20 persuasion does not convince the merchant to give you half his stock and all the money in the register… He would go broke and he’s got a family to support, along with his own survival that your nat20 does not also convince him to stop caring about.

      But at the end of the day, a lot of GMs who are sick of that need to be sent the dictionary page for the word “no.” The occasional use of it really does improve the quality of the game, and I’m sure plenty of players will appreciate not letting aforementioned boundry pushers continue to waste time on impossible pursuits that do nothing to move the game forward.

      • Randomgal ( Randomgal@lemmy.ca ) 
        link
        fedilink
        arrow-up
        9
        ·
        1 year ago

        I’ve seen this easily solved by assuming the 20 succeedes but the DM decides how exactly.

        “Okay. The dragon loves you know. They realize you have their old lover’s eyes. You remember this too. Old tales in your family that you thought were a joke. You are apparently related. And they do love you now.”

        If you can’t trust your players to act like adults and show some basic maturity. That’s a different issue.

        • This is also a great way to handle it; malicious compliance/monkey paw. Makes for some humorous moments.

          And yeah, if a player is constantly having to be told no, a talk may need to be had, and if it can’t be resolved, they probably need to go. It’s also a reason why Session 0’s are so important; talking out what’s expected of the campaign both on the part of the players and what the GM has in mind.

      • Hegar ( Hegar@fedia.io ) 
        link
        fedilink
        arrow-up
        7
        ·
        1 year ago

        what you believe should happen on a nat 20.

        Consistency.

        My point is that setting up the expectation of a moment of triumph and then diluting it with exceptions is going to create moments of disappointment at the table.

        If a nat 20 is going to be a big win it should always be a big win. That’s so intuitively true that most people just play that way despite the rules.

        • Well DnD consistently doesn’t have criticals outside of attack rolls and death saves.

          Like the person you replied to asked, what would you even expect to happen on an ability crit? If the DM only lets you roll on things that would be possible for you, then you would succeed on a 20 anyway. If the DM lets you roll on impossible things, then you have a 5% of doing the impossible. Neither option is good.

          I absolutely let a 20 or 1 have extra effect whenever it makes sense and feels right. But having it be a core rule would be a PITA.

          Not to mention that it would make skill checks even more driven by randomness, which is already a problem.

          • Hegar ( Hegar@fedia.io ) 
            link
            fedilink
            arrow-up
            1
            ·
            1 year ago

            what would you even expect to happen on an ability crit?

            Extra information, owed a favour, make a friend, get a small reward, get a clue to a larger reward, impress someone important, uncover a secret, get forewarning of a danger, hinder a rival, gain advantage on something, opponent is exhausted/confused/embarrassed and must pass a saving throw to act…

            Skill check crits would be just like combat crits except there’s way more scope for fictional as well as mechanical benefits.

            • JackbyDev ( JackbyDev@programming.dev ) 
              link
              fedilink
              English
              arrow-up
              3
              ·
              1 year ago

              That’s still not clear what you mean, all of those things are typically the results of a success. Do you mean nat 20 should always succeed? Do you mean nat 20 should always be a success with extra benefits? Do you mean nat 20 should always give you a side benefit even if it fails? You need to be more clear.

    • D&D is that way, though. Every time you see a natural 20 for anything that isn’t an attack does not automatically succeed unless people are using homegrown, which they often are.

      • ideonek ( ideonek@piefed.social ) 
        link
        fedilink
        English
        arrow-up
        4
        ·
        1 year 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 ( JackbyDev@programming.dev ) 
      link
      fedilink
      English
      arrow-up
      6
      ·
      1 year 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.

      • 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 ( JackbyDev@programming.dev ) 
          link
          fedilink
          English
          arrow-up
          5
          ·
          1 year 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.

        • 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.

  • Rule of cool

    If something sounds fun it’s happening at my table.

    If you roll a 20 on persuasion or something we’re going to have fun, but I’m not turning characters into literal gods (though that did happen one game)

  • They do at my table. Because it’s more fun, god damn it!

    Taking a 10 is a strategic choice. You can automatically succeed because the DC is >10, or you can roll for it and try to get a critical success that comes with a random fringe bonus (such as extra XP, or making an action more permanent; like you crit a lockpicking check which just breaks the lock so it can’t be relocked) but also with the chance of critically failing (you broke the lock and now it can’t be unlocked!).

    It also allows you to maybe succeed even if your stats would not let you. The DC is 50. With your bonuses, even a 20 would not beat the DC. But maybe fate intervened and you got lucky as fuck. Disco Elysium uses this a lot. Hell, there’s a whole sidequest locked behind a door that can only be opened if you roll a double 6.

    • 2 things:

      1: I’ve gotten disco Elysium, and Ive only played a few minutes, but I don’t remember it having rolls like that? How does one know what one is rolling? I played like 20 minutes of it 3 months ago, so maybe I’m misremembering.

      2: that’s how my brother DMs. I once critfailed a lock picking so badly that my character broke his finger. My brother laughed his ass off

      • A lot of dialogue points and other actions will bring up a thing that rolls 2 D6s. Snake eyes is a critical failure, double sixes is critical success. The earliest point in the game where you can make one of these rolls is in your hotel room. Either by attempting to get your tie out of the ceiling fan, trying to piece together what happened with your shoes by analyzing the broken window, or by using the mirror and trying to stop making “The Expression.”

        Many of them can be re-rolled later once you get more skill points. Others are one and done unless you reload or start a new game.

  • The problem with DND¹ is that it’s a wargame cosplaying as a role playing game.

    We’re not recreating historical battles. Let the players (and the DM) have fun.


    1.— It boggles the mind that one of the early failed experiments at making role playing games (by slightly modifying the rules of pre-existing wargames) is still somehow the standard.

    Sure, it was one of the main inspirations for the genre… but there’s a good reason we’re not still driving Ford Model Ts.