Sorry, I didn't present myself very well there. I was referencing back to the point I made about an Indiany-Jonesy trap where a boulder comes rolling down at you and you could jump across a 10' chasm to escape. In a completely binary system the fighter/rogue/cleric whatever who took "jump 10'" as part of their attributes have absolutely no reason to fear the deathtrap because they say "Oh, I just automatically jump across to safety" where the wizard, who didn't take a jump increase attribute because he was banking on flying around in a few levels, automatically dies because he can never in any circumstances make that jump.Kaelik wrote:No, it is the difference between "The Wizard casts Finger of Death, make a save" and "The Wizard casts Ray of Stun you are stunned."spongeknight wrote:It's the difference between "The wizard casts finger of death, make a save" and "the wizard casts Fuck You, you die automatically." It's literally the exact same thing. If you don't even get a chance to interact with something and you die, that's bullshit. But even if the enemy wizard targets your lowest save and you've only got a 30% chance or whatever to live through the effect you still get to try. That's the difference between a binary result making your death a certainty and a granular result making your death more likely than not.Kaelik wrote:spongeknight, that sounds really fucking dumb. If not making the jump is so terrible, then when someone rolls a failure how is that not every bit as bad if not worse than someone not being able to make the jump in the first place?
Not jumping the chasm is not killing your character. Setbacks without rolls happen all the time and they are not the end of the fucking world.
So yes. You trigger the trap and automatically die, instead of triggering a trap and being allowed a chance to leap to safety. It's the same exact thing as a save- if skills are defined as "how a character interacts with the world," then at some point that interaction is going to be necessary to save your skin. Unless you completely handwave every environment and there are never dangers (rushing or deep water, cliff faces, the side of a volcano, high winds, ect) you're going to need to make a balance or swim check or whatever to stay alive. If you can't make that check because the system tells you you can't even try, that's going to suck a whole lot more than failing a check you rolled.
And I'm not advocating a "make skill checks or die" style of play, I'm just assuming that environmental hazards exist at all. Like I mentioned earlier, sahuagin could pull you from your boat into the water- do you automatically start drowning? At what point is a character going to take the "can swim" attribute? At first level? What happens when additional effects are piled on, like wearing light/medium/heavy armor, being grappled while underwater, trying to escape the pull of a magical whirlpool, being tangled in a net, ect? When does your auto-pass become and auto-fail? Can you do anything to make your auto-fail an auto-pass?
There definitely are advantages to a binary pass/fail system, but there are a lot of problems with it as well. The thing is, a pass/fail system heavily supports a rules-light approach to games where the rules are considered secondary to the story. It's the "I really couldn't give a shit about mundane actions, let's get back to murdering/roleplaying/larping" method.