Tuesday, February 4, 2025

Take a Downside to Solve the Accomplishing Nothing Problem

The Accomplishing Nothing Problem:

  • If you are in combat and get hit by an effect that temporarily takes you out of the fight and you fail your save, you are about to spend an amount of real-world time potentially measured in hours doing nothing. That's a recipe for player disengagement at best.
  • If you cast a high-level spell and your target makes their save, not only have you wasted your Action, you have blown one of your main limited daily resource, and accomplished nothing to show for it.
The Swedish TTRPG Dragonbane has a solution where, if you fail a roll, you can take a bane to one of your abilities to reroll.

I've been rolling around in the back of my mind, and trying to remember, the possibility of offering a choice of minor consequence to turn an almost-success into a success.

Then, recently, I had a burst of inspiration in the shower, and hacked together some actual numbers and stuff. The main downside is it may be too complicated, though I laid it out in a way that flows fairly well, at least for my mind.

To wit:


If a d20 test is attempted by…
  1. you (a Significant Character: any PC or most named NPCs)
  2. a character you are Helping (or otherwise giving a bonus to, eg with Bardic Inspiration)
  3. an opponent, producing an effect that would affect (1) or (2)
  4. an opponent, resisting an effect produced by (1) or (2)
…and (1) or (2)’s test would narrowly be a failure, or (3) or (4)’s test would narrowly be a success:
  • Let D = the amount the d20 roll would have to differ to make the failure a success, or the success a failure.
If D is less than or equal to your proficiency modifier, then you have the option to:
  • spend a number of Hit Dice equal to D
and
  • take a Consequence (by rolling on the Consequences table)
and
  • turn the failure into a success or turn the success into a failure

Consequences Table

Roll

Consequence

Details

 

1

roll again twice, taking both results

 

2-5

an item breaks

an item that makes sense in context (eg, weapon used in an attack, focus or material component used in a spell); consumables destroyed; nonconsumable magic items have magical power suppressed but they come back if item is mundanely repaired

 

6-11

all foes have advantage to attack you

until the start of your next turn

 

12-14

you are Blinded

goes away with Short Rest

 

15-17

you are Deafened

goes away with Short Rest

 

18-20

you are Frightened

goes away with Short Rest or if the thing you're Frightened of is destroyed

 

21-26

your next d20 Test is at Disadvantage

goes away if you don't make a d20 test before your next Short Rest

 

27-33

you take a Strength Bane

 

34-40

you take a Dexterity Bane

 

41-47

you take a Constitution Bane

 

48-54

you take an Intelligence Bane

 

55-61

you take a Wisdom Bane

 

62-68

you take a Charisma Bane

 

69-76

you take Dd12 damage

damage is of a type that makes sense in the context

 

77-81

you take a level of Exhaustion

 

82-89

you provoke an attack of opportunity

 

90-94

you drop an item

an item that makes sense in context (eg, weapon used in an attack, focus or material component used in a spell)

 

95-99

you are knocked D squares backwards and prone

 

100

you take an Ability Bane of your choice

 

(An Ability Bane gives you Disadvantage on all rolls that use the Baned ability. When you take a Short Rest or Long Rest, you can spend Hit Dice to make one Ability Bane per Hit Die spent go away.)

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