[RPG Theory] Re-Rolls
Jul. 12th, 2008 10:56 amIt is resolved: a game mechanic that allows for a re-roll of the dice, especially if it involves expending a limited resource (uses per day, points, etc.) should never result in a worse roll than you started with.
no subject
Date: 2008-07-12 03:25 pm (UTC)"You can reroll, but you must take the second roll no matter what it is."
Sort of defeats the purpose of rerolling, no? What's wrong with "take the better of the two rolls"?
no subject
Date: 2008-07-12 03:57 pm (UTC)If you're trying to do something less discrete like repair a car, then a crappy roll that's "good enough" would still take effect even after rolling a worse second roll trying to get the car *really* moving.
A lot of it hinges on how your gaming group [and the game] views rolls -- whether they are for specific actions ["picking the lock"] or entire events ["picking the lock, how close are the guards getting, is there a guard right on the other side of the door, and do we make too much noise while waiting for the lock to get picked?"]
no subject
Date: 2008-07-12 04:11 pm (UTC)In terms of making a second roll after the first one fails, I agree with you. In character, you're trying again, with roughly the same chances of success or failure.
no subject
Date: 2008-07-12 04:17 pm (UTC)You could then argue that the first roll -- even if it turned out to be the best of the two -- never even existed. ;-)
I'd generally agree that for "fun" purposes, giving the player the best roll of the 2 is the way to go. I don't think it meshes with every group's style of gameplay, though, nor every game.