Comments on: The Price of Success https://rpgalchemy.com/the-price-of-success/ Crafting Roleplaying Gold ... Wed, 22 Nov 2017 11:35:30 +0000 hourly 1 https://wordpress.org/?v=4.8.6 By: John Lewis https://rpgalchemy.com/the-price-of-success/#comment-96 Thu, 08 Jan 2015 19:02:46 +0000 https://rpgalchemy.com/?p=408#comment-96 Page 242 of the DMG; Resolution & Consequences.
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By: DC https://rpgalchemy.com/the-price-of-success/#comment-94 Wed, 07 Jan 2015 19:58:35 +0000 https://rpgalchemy.com/?p=408#comment-94 What page of the DMG is this optional rule that you are referring to?

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By: Louden https://rpgalchemy.com/the-price-of-success/#comment-76 Sat, 20 Dec 2014 04:02:33 +0000 https://rpgalchemy.com/?p=408#comment-76 I play original AD&D, so there are no critical hit rules in place.

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By: Louden https://rpgalchemy.com/the-price-of-success/#comment-75 Sat, 20 Dec 2014 04:01:04 +0000 https://rpgalchemy.com/?p=408#comment-75 I 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.

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By: John Lewis https://rpgalchemy.com/the-price-of-success/#comment-74 Tue, 16 Dec 2014 17:14:15 +0000 https://rpgalchemy.com/?p=408#comment-74 Thanks 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.
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