You mean like:Doom wrote:And I never said anything about having PCs fail some pressureless task...I just think it should be possible to fail, sometimes, is all. Some things should be beyond player ability, sometimes, above and beyond some number written on a page. I'm not sure why this concept is so offensive.
1) The DC is too high for them to be able to do it.
2) It's a skill that doesn't allow retrying.
That's your explicit example. You want there to be lock that they can either miss or make, and then, if they mis the open lock check, they can never get the treasure. That was your explicit example.Never said anything of this sort, either. Putting an arbitrary chokepoint in an adventure with an arbitrary cutoff like that is a bad idea. Obviously.
a) They didn't know it was copper, so they couldn't have wanted the copper, because they didn't know what was inside.Well, they really wanted the copper, apparently. I can't even remember the contents of the chest, to be honest. But, hey, now they got to have fun playing in a side adventure that can't happen under a "I can always roll a 20 eventually" scenario.
b) That's a boring shitty side adventure that can't happen even if you DM cock slap your PCs with a no taking 20 rule. Because it takes one damn round to break the chest open with a fucking sword. It only happened at all because your players are completely fucking retarded.
No dumbass retard. You are the one removing options. You want shitty options, so you are removing good options and adding one shitty option.And I fully conceded that wanting options is merely a matter of opinion; I can make no compelling argument as to what someone else's opinion should be. If you don't want options, that's fine with me.
Possible results of no take 20 rules:
1) They open the door quietly in six seconds.
2) They break the door down in 12 seconds.
3) They fail to open it, don't want to break it down, and leave with nothing.
Possible results of take 20 rules:
1) They open the door quietly in six seconds.
2) They open the door quietly in 120 seconds.
3) They break down the door in 12 seconds.
4) They fail to open it, don't want to break it down, and leave with nothing.
Take 20 rules objectively add more options, than your attempt to declare that no skill check can ever be retried.