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Do you plan to adopt D&D5.5One2024Redux?
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<blockquote data-quote="Swarmkeeper" data-source="post: 9337340" data-attributes="member: 6921763"><p>Very much this.</p><p></p><p>I'd add that "time dependence" is perhaps one aspect of "meaningful consequence for failure" that the DMG sets as a prerequisite when calling for an ability check (pg 237). The "there must be a chance of failure" DMing crowd can often have a "nothing happens" failure state which, IMO, usually falls short of a "meaningful consequence".</p><p></p><p>I think the DMs who fall into "there must be a chance of failure" camp are solidly in the DMing spectrum dubbed "Rolling with It" (The Role of the Dice, DMG p236). It's a valid way to play according to the DMG.</p><p></p><p>Personally, "The Middle Path" works best for our table:</p><table style='width: 100%'><tr><td><em>Many DMs find that using a combination of the two approaches works best. By balancing the use of dice against deciding on success, you can encourage your players to strike a balance between relying on their bonuses and abilities and paying attention to the game and immersing themselves in its world.<br /> <br /> Remember that dice don't run your game-you do. Dice are like rules. They're tools to help keep the action moving. At any time, you can decide that a player's action is automatically successful. You can also grant the player advantage on any ability check, reducing the chance of a bad die roll foiling the character's plans. By the same token, a bad plan or unfortunate circumstances can transform the easiest task into an impossibility, or at least impose disadvantage.</em></td></tr></table><p></p><p></p><p><span style="font-size: 12px">And, I suppose, there's the obligatory "No One Reads the DMG" aphorism that can be inserted here so as to preempt the inevitable response quip by someone (which I do actually find funny... but also a bit disheartening at the same time... let's all collectively hope for a better organized 2024 DMG to put a very real reason folks don't read it to rest).</span></p></blockquote><p></p>
[QUOTE="Swarmkeeper, post: 9337340, member: 6921763"] Very much this. I'd add that "time dependence" is perhaps one aspect of "meaningful consequence for failure" that the DMG sets as a prerequisite when calling for an ability check (pg 237). The "there must be a chance of failure" DMing crowd can often have a "nothing happens" failure state which, IMO, usually falls short of a "meaningful consequence". I think the DMs who fall into "there must be a chance of failure" camp are solidly in the DMing spectrum dubbed "Rolling with It" (The Role of the Dice, DMG p236). It's a valid way to play according to the DMG. Personally, "The Middle Path" works best for our table: [TABLE] [TR] [TD][I]Many DMs find that using a combination of the two approaches works best. By balancing the use of dice against deciding on success, you can encourage your players to strike a balance between relying on their bonuses and abilities and paying attention to the game and immersing themselves in its world. Remember that dice don't run your game-you do. Dice are like rules. They're tools to help keep the action moving. At any time, you can decide that a player's action is automatically successful. You can also grant the player advantage on any ability check, reducing the chance of a bad die roll foiling the character's plans. By the same token, a bad plan or unfortunate circumstances can transform the easiest task into an impossibility, or at least impose disadvantage.[/I][/TD] [/TR] [/TABLE] [SIZE=3]And, I suppose, there's the obligatory "No One Reads the DMG" aphorism that can be inserted here so as to preempt the inevitable response quip by someone (which I do actually find funny... but also a bit disheartening at the same time... let's all collectively hope for a better organized 2024 DMG to put a very real reason folks don't read it to rest).[/SIZE] [/QUOTE]
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