Segev
2021-05-31, 12:29 PM
This came to mind because of a post talking about the rules for chases and the repeated rolls to see if you become exhausted if you dash too many times. There are a number of cases where you are doing the same thing over and over, but one failure is "the end" of it. Just using a passive score would mean you could keep going forever or couldn't succeed at all under any circumstances, but rolling umpteen times gets tiresome and feels a little bad when one failure is all it takes to screw up an otherwise awesome run of successes.
This works out alright if each roll is a distinct bit of agency by the player. If you roll once to try one thing, and the result improves or weakens your overall position relative to your goal, that's one thing. Ideally, most scenarios where you're making a bunch of checks will be along these lines: tense situations where failures bring you closer to ultimate failure and/or give you progressively worse choices, and where successes bring you closer to ultimate success and give you progressively more/better options to try to get there. But that's not always feasible. Sometimes, it really is just a matter of, "I roll survival again to see if I still see their tracks."
Now, to some degree, you could use just one roll for the entire protracted action. The tracks go through multiple different terrain types, and are long with multiple chances to lose them, and that just influences the DC: roll once rather than rolling multiple times. But that's kind-of unsatisfying and unrealistic if the tracks could be followed to a point, but not all the way.
In that case, a single roll still could be used, with thresholds of success: DC 5 lets you locate the tracks and tell roughly what direction they went from where you start, for example. DC 10 might take you to the first place where they become hard to follow, where you lose them. Increased DCs get you further along the trail, until, if you roll high enough, you track them the whole way. (Improved gameplay may allow the players to attempt a new check from the point they lost the trail if they come up with a new method of tracking or do something that might help them out; perhaps they ask around if anybody's seen the creature they seek, and that gives them a new starting point where they can find new tracks, or perhaps they use a spell or something that can open new possibilities; this might allow for a blanket discount on the remaining thresholds with the new roll, as the trail is shorter and fewer things can go wrong on what's left of it.)
Preamble aside, what I am actually thinking about here is how to simplify those times when it really is best to just roll repeatedly, such as a chase to see how many times you can dash before getting exhausted.
What I'm thinking, as a first-order method, would be to have every point by which you beat the base DC be an additional time you can do it before you fail. In cases where you'd normally allow somebody to decide before each roll whether they press their luck, you can have the player give a maximum number of times they'll try. This effectively sets both a DC they must beat before their character will have a crucial failure vs. when their character gives up, and establishes how many times they push things vs. how many times they might need to push things.
There are probably more mathematically-accurate ways to map the result on a single d20 roll to expected values of success, but I think this has the value of great simplicity in actual play. What I haven't done is run the math on it to see just how fast and how far off this veers from actual expected values for number of times you can succeed before failure compared to the odds of rolling as high as you did.
This works out alright if each roll is a distinct bit of agency by the player. If you roll once to try one thing, and the result improves or weakens your overall position relative to your goal, that's one thing. Ideally, most scenarios where you're making a bunch of checks will be along these lines: tense situations where failures bring you closer to ultimate failure and/or give you progressively worse choices, and where successes bring you closer to ultimate success and give you progressively more/better options to try to get there. But that's not always feasible. Sometimes, it really is just a matter of, "I roll survival again to see if I still see their tracks."
Now, to some degree, you could use just one roll for the entire protracted action. The tracks go through multiple different terrain types, and are long with multiple chances to lose them, and that just influences the DC: roll once rather than rolling multiple times. But that's kind-of unsatisfying and unrealistic if the tracks could be followed to a point, but not all the way.
In that case, a single roll still could be used, with thresholds of success: DC 5 lets you locate the tracks and tell roughly what direction they went from where you start, for example. DC 10 might take you to the first place where they become hard to follow, where you lose them. Increased DCs get you further along the trail, until, if you roll high enough, you track them the whole way. (Improved gameplay may allow the players to attempt a new check from the point they lost the trail if they come up with a new method of tracking or do something that might help them out; perhaps they ask around if anybody's seen the creature they seek, and that gives them a new starting point where they can find new tracks, or perhaps they use a spell or something that can open new possibilities; this might allow for a blanket discount on the remaining thresholds with the new roll, as the trail is shorter and fewer things can go wrong on what's left of it.)
Preamble aside, what I am actually thinking about here is how to simplify those times when it really is best to just roll repeatedly, such as a chase to see how many times you can dash before getting exhausted.
What I'm thinking, as a first-order method, would be to have every point by which you beat the base DC be an additional time you can do it before you fail. In cases where you'd normally allow somebody to decide before each roll whether they press their luck, you can have the player give a maximum number of times they'll try. This effectively sets both a DC they must beat before their character will have a crucial failure vs. when their character gives up, and establishes how many times they push things vs. how many times they might need to push things.
There are probably more mathematically-accurate ways to map the result on a single d20 roll to expected values of success, but I think this has the value of great simplicity in actual play. What I haven't done is run the math on it to see just how fast and how far off this veers from actual expected values for number of times you can succeed before failure compared to the odds of rolling as high as you did.