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Experiments in Dungeons & Dragons

Mechanic: Progressive Rolls

This is my first post regarding some new mechanics I’d like to try in the game. That being said, it is entirely possible that something similar exists already, or that previous versions of D&D may have included a comparable dynamic. 

Progressive Rolls: If at first you don’t succeed…

Normally re-rolls are considered to be a bad thing. A large part of what makes D&D fun is the fact that you can fail spectacularly at mundane tasks. Occasionally a DM will allow for a re-roll if it makes sense, but usually this is frowned upon because it bends the core concept of the game. However, we’ve all been in a situation that goes something like this…

PC: I’m going to look in the window first.

DM: Roll a Perception Check.

PC: Uh… it’s a four.

DM: You see darkness and then jump back in terror as you catch a glimpse of your own, hideous, reflection…

PC: Can I roll again?

DM: Nope.

Now, to be fair, there’s nothing wrong with this approach, and I intend to continue letting characters fail miserably. What I do want to test out is a system where characters encounter a situation where there is no way to succeed on a first attempt, and are encouraged to keep trying. Here are two examples.

Bar The Door!

As they flee from a gang of ruthless bandits the adventurers retreat into a walled city. Two of the bandits manage to make it inside before the gate slams shut. While several of the heroes engage in combat one must hold the door to prevent anyone else from entering.

Normally this would be resolved by a simple strength check. Probably one turn worth of actions. But, let’s assume that closing the door isn’t the issue so much as keeping it closed. This might take a while, but they probably want to close the door quickly and assist with the fight now taking place just inside of the city walls. Here’s my suggestion:

  • Set a value (DC) to keeping the door permanently closed, but make sure that it is unattainable in one roll. You’ll probably want to use a strength check, so how about 35? Let the character use any modifiers that may apply.
  • Include the character barring the door in the initiative order. (It’s up to you whether or not they can be attacked. I’d suggest keeping it minimal.)
  • On each of their turns have them roll a strength check, but make the total cumulative.
    • 1st turn: 11
      • Total =11
    • 2nd turn: 15
      • Total = 26
    • 3rd turn: 10
      • Total = 36. Done!
  • At this point the bar is considered sufficiently barred and the character is free to engage in combat.
  • Can they fail at barring the door? Sure!
    • The player may opt not to continue barring the door in favor of engaging in combat, healing another player, etc. But, this will also mean that more opponents are likely to enter.
    • Or, how about every time they roll a Critical Fail one more bandit manages to sneak past?

Questionable Perception

As a dense fog rolled in the party knew it would be nearly impossible to protect the caravan. Something was surrounding the wagons, but what? As you circle the camp you find a pile of supplies strewn across the ground. Whatever was out there came to loot.

This is a great chance to let more than one character join in on the Progressive Rolls. Maybe you want to make sure that some of the supplies / inventory is stolen before your players get a chance to engage in combat.

  • Again choose a value (DC) that is impossible to attain in just a few rolls. We’ll use 35 again for the example.
  • You could have the players roll for initiative, but it makes more sense if characters with high perception modifiers are encouraged to go first.
  • Occasionally, in between rolls, mention that something has been stolen. This does not need to be anything major, but you could also remove items from a player’s personal inventory.
    • As you turn around you watch as the Shield Of Epic Shielding disappears into the fog.
  • Take turns rolling until their total meets your chosen DC
    • Character 1: 18
      • Total: 18
    • Character 2: 5
      • Total: 23
    • Character3: 10
      • Total: 33
    • Character 1 again: 19
      • Total: 52. Done!
  • At this point your characters spot the thieves, roll for initiative, and engage in combat.
  • Failure options:
    • Maybe you only have the thieves steal something of real value on a Critical Fail.
  • Whether or not you choose to return stolen items after the fight is up to you. Maybe this triggers a future quest?

This concept could be used for any number of scenarios. I like it because it avoids the idea of pass/fail when it comes to succeeding at a task. Sometimes it just doesn’t make for good storytelling if a character can perform a feat in one shot. Let them struggle for a couple of turns while the world keeps moving around them!

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