Comments on: The Price of Success
https://rpgalchemy.com/the-price-of-success/
Crafting Roleplaying Gold ...Wed, 22 Nov 2017 11:35:30 +0000hourly1https://wordpress.org/?v=4.8.6By: John Lewis
https://rpgalchemy.com/the-price-of-success/#comment-96
Thu, 08 Jan 2015 19:02:46 +0000https://rpgalchemy.com/?p=408#comment-96Page 242 of the DMG; Resolution & Consequences. John Lewis recently posted…RPG Alchemy – 2015 Goals
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https://rpgalchemy.com/the-price-of-success/#comment-94
Wed, 07 Jan 2015 19:58:35 +0000https://rpgalchemy.com/?p=408#comment-94What page of the DMG is this optional rule that you are referring to?
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https://rpgalchemy.com/the-price-of-success/#comment-76
Sat, 20 Dec 2014 04:02:33 +0000https://rpgalchemy.com/?p=408#comment-76I play original AD&D, so there are no critical hit rules in place.
]]>By: Louden
https://rpgalchemy.com/the-price-of-success/#comment-75
Sat, 20 Dec 2014 04:01:04 +0000https://rpgalchemy.com/?p=408#comment-75I personally run a rather light hearted campaign, so my group’s failures happen less often. Generally, if my players roll a 1, it becomes a hilariously spectacular failure, with the thief
Trying to pickpocket someone and pulling down his pants instead, or the fighter that swings his sword but throws it into the next room. However, if my characters roll a natural 20, I give them what we have nicknamed a “Legolas Kill.” When this happens, they succeed in such a way that they gain a a very good bonus, such as double damage or a double hit. If they score a 20 against what I consider a “minion” (regular monster for that dungeon), we count it as an instant kill.
]]>By: John Lewis
https://rpgalchemy.com/the-price-of-success/#comment-74
Tue, 16 Dec 2014 17:14:15 +0000https://rpgalchemy.com/?p=408#comment-74Thanks for your comments; I’m glad you found the article interesting. I really think the key to this starts with changing the way you and your players look at the function and purpose of your dice rolls. Shifting from a “success/fail” paradigm to a “cause/effect” paradigm opens up so many more doors. In addition you can use this concept in virtually any RPG without changing any of the actual mechanics of the game, just altering your approach to the narrative outcomes of the mechanics. John Lewis recently posted…This Week In Roleplaying – December 12th, 2014
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