Thursday, October 6, 2022

Saves vs Checks

In many games, we tell players to Check to see if they can do something.

Player: Oh, I failed my check to pick the lock.
GM: Ok, the door is still locked.
~~or~~
Player: I failed my check to hit the foe.
GM: Ok, you missed.
The problem with this model is that it can create failure loops.
Player: Oh, I failed to pick the lock. I guess I'll try again. And again. And again.
Or worse still, it will create dead ends.
Player: Oh, I failed to pick the lock. I guess I'll never know what is on the other side of the door...
The NSR answer to this is to make everything Saves.
The main purpose of a roll is to determine if there is a consequence for the action.
Yes, a consequence of a bad roll might be failure, but this is not the only answer.
Player: Oh, I failed my save when picking the lock.
GM: The door swings open, but a needle stabs into your hand. Take 3 damage.
~~or~~
Player: I rolled a 2 on my save to hit the foe.
GM: You deal 2 damage to the ruffian but he shoulder checks you, knocking you off balance. Your rolls next round are all hard.
At first glance, this is like the narrative first games, such as PbtA and FitD games. However, the GM is the ultimate arbiter of whether a failed save had a successful action, not the dice.
Player: Oh, I failed my save when picking the lock.
GM: The door's lock seems to have jammed, and a guard has stepped around the corner.
~~or~~
Player: I rolled a 2 on my save to hit the foe.
GM: The ruffian parries our attack, and responds with a flick of his wrist. You take2 damage.
This gives the GM more leeway to direct the narrative on failed rolls.

Thank you for your support!


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