[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 03:57 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.