I really like the last idea of "How do you want to do this" for low rolls or failures. Maybe it becomes a huge plot point or a touch stone that the Player builds upon. Definitely going ro be incorporating this into our games.
Great advice here. Had something similar happen to my bard when rolling to perform at a tavern. The DM said that my epic poem a bout a hero defeating an army was very well performed, but that the town we were in was part of that army that the hero defeated. In their eyes, the hero of my poem was a villain. I added, that my bard figures this out part way through, and tries to spin the poem in a new way, but makes it the situation even worse. This turned out to be a running joke with our party, as the bard always had to do a history check before he performed to avoid another cultural mishap.
I really like this narrative-forward approach to a bad roll. It's a "No, but" tool just like "Yes, and" that people often point to for improving things in roleplaying.
Crit fails are the worst when the better your fighter gets, the more he has a chance to critically fail. That's backwards. I like using failure by 5 being a tier of how bad the result was. That way the DC plays a roll in how bad it can be.
@@TheGeekPantheon - even narrative ones are still really bad for a fighter with multiple attacks. Something unexpected keeps happening more often as the the fighter gets better. It should happen less as skill increases, not more.
I really like the last idea of "How do you want to do this" for low rolls or failures. Maybe it becomes a huge plot point or a touch stone that the Player builds upon.
Definitely going ro be incorporating this into our games.
Great advice here. Had something similar happen to my bard when rolling to perform at a tavern. The DM said that my epic poem a bout a hero defeating an army was very well performed, but that the town we were in was part of that army that the hero defeated. In their eyes, the hero of my poem was a villain. I added, that my bard figures this out part way through, and tries to spin the poem in a new way, but makes it the situation even worse. This turned out to be a running joke with our party, as the bard always had to do a history check before he performed to avoid another cultural mishap.
That is why I like games thatare powered by the apocalypse, since those games very much invite people to play exactly in that manner.
I really like this narrative-forward approach to a bad roll. It's a "No, but" tool just like "Yes, and" that people often point to for improving things in roleplaying.
Love this.
Crit fails are the worst when the better your fighter gets, the more he has a chance to critically fail. That's backwards.
I like using failure by 5 being a tier of how bad the result was. That way the DC plays a roll in how bad it can be.
I totally agree. That's why I don't advocate for mechanical setbacks, but rather narrative ones.
@@TheGeekPantheon - even narrative ones are still really bad for a fighter with multiple attacks. Something unexpected keeps happening more often as the the fighter gets better. It should happen less as skill increases, not more.