this post was submitted on 03 Jan 2024
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[–] TheMinions@lemmy.world 19 points 7 months ago* (last edited 7 months ago) (17 children)

This is cool in theory, but kind of annoying if you are trying to modify the roll with something like Favored by the Gods from Divine Soul Sorcerer that specifically can activate if you fail the roll.

You add an additional 2d4 to your attack/save that fails.

I’m not sure if ANY other dice modifications work after knowing failure, but I know this one does. I know when I play divine souls I always like to save it for those random Int/Wis saves that’ll get ya.

[–] myrrh@ttrpg.network 4 points 7 months ago* (last edited 7 months ago) (4 children)

...there are many feature + ability mechanics contingent upon open rolls...the game's designed around that assumption: rolls are open, modifiers can be kept secret as the DM determines success or failure...

...if DMs want to roll secret checks for events beyond characters' perception, the proper approach is to invert the roll and do a passive check instead...

[–] jounniy@ttrpg.network 2 points 7 months ago (1 children)

Only problem I can see with that is, that passive scores take away from the randomness attributed to DnD but I generally agree with you. I also don't like rolling checks for my players.

[–] myrrh@ttrpg.network 1 points 7 months ago* (last edited 7 months ago) (1 children)

...nonono, passive scores shouldn't be automatic success or failure: you invert the roll...

...say you want to know whether a party detects traps as they prowl through the dungeon: you subtract twelve from the trap DC, use that as its modifier, and add it to a secret D20 roll which you compare with everyone's passive perception to determine whether the trap successfully avoids detection...

...as long as you properly account for all applicable modifiers, you can do the same thing for any secret ability check or saving throw, or for a single roll to circumvent the party dogpiling a group check...

[–] jounniy@ttrpg.network 1 points 7 months ago* (last edited 7 months ago) (1 children)

Hm. That could work. But it would be quite tedious.

Also: why 12 and not 8? Doesn’t a DC calculate 8+prof+ability?

[–] myrrh@ttrpg.network 2 points 7 months ago* (last edited 7 months ago)

...subtracting twelve maintains the same odds with ties 'succeeding' for the rolling adversary; some DMs instead subtract eleven and flip ties for the PC to always win, which is mathematically identical, but then you have to keep track of flipping tie-resolution back-and-forth depending upon who's rolling...

Perception +6, Trap DC 14 = Passive Perception 16, Trap +2
(both have the same 65% chance of detection, 35% chance of staying hidden)

...it becomes a pretty trivial exercise to invert any roll after you've done it once or twice...

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