I used to always try for the best outcome but with this have it seems like half of the time a failure also leads to an amazing consequence and story.

Like this from act one in the Underdark:

spoiler

I had to find a hidden gnome that could supply me with gunpowder, but she was so much on edge that she lit up the barrel of gunpowder and blew up the whole room, leaving half of my party dead. A suicide gnome bomber. I couldn’t convince her that I was not an enemy. Reloaded just to see if I could successfully do it, but much preferred the first outcome of the dice roll, so had to reload and try 6 times until I failed again. What a game!

  • @jjjalljs@ttrpg.network
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    101 year ago

    I don’t reload combat unless I totally wipe, or want to start the fight over entirely.

    I reload most of the other checks because failure is rarely interesting here, there’s no fail forward or succeed with cost. It’s especially irritating when my character flubs a roll they have like +10 on.

    I don’t typically reroll stuff that has a very high dc that feels like my character couldn’t do. Like if there’s a DC 20 check and I have a +1, I’ll probably just accept the loss.

    I’d rather it was like fo:NV where you either have the skill or you don’t.