My guys are pretty skilled, which means they are usually rolling 2-4 yellow 12 sided dice every skill check. My question to those of you out there is...What is the best way to handle a failed skill check with one or two triumphs?
Darthslash
My guys are pretty skilled, which means they are usually rolling 2-4 yellow 12 sided dice every skill check. My question to those of you out there is...What is the best way to handle a failed skill check with one or two triumphs?
Darthslash
Depends on the roll, but you can let them cover for the fail ("You failed the roll to sneak past the guards, but the triumph you realize that you are noisy and can abort before being discoerverd"), allow them to open another avenue of approach ("You cant sneak past the front door guards, but - hey, look, there's a back door!") or a consolation prize ("You didnt get the computer file you were after, but you did come back with a list of Moles in the Rebel Alliance).
You can also downgrade badguys or upgrade good guys. ("The flurry of blaster bolts over their heads force them to keep their head down, giving your friend an opportunity to snipe them")
Or change the environment. Last night the Marauder used advantage to knock over a stack of barrels to hinder a bounty hunter (give him black die). The barrels caused him to miss the Marauder - but with his triumph, he shot a barrel, causing it to explode and put a wall of fire between him and the Marauder, preventing her from attacking next round.
Feel kinda like you're asking what the best use of the color white is.
It's totally dependent on the roll, the scenario, encounter options, and so on...
Easiest solution may be to just not make it your problem. ASK THEM! I always give my players first shot at using Triumph and Advantage unless I've got something very specific in mind.
I try very hard not to let Triumph = Success, though it can certainly be used to "try again a different way", especially if a good case is made. Combat is a lot easier because as Desslok says there is usually a reason to want to pass around some upgrades/downgrades. For other things it's highly dependent on the situation, but it's usually most helpful if you have a solid idea of what the parameters of the situation are.
My players had a social situation where this came up. We're only second session in, so things are still "small-scale", they run an import/export business but have had to turn to smuggling to make ends meet. Local guy (who they know from high school) wants them to transport some goods. He's a nice fellow, almost too honest, but things are going badly at the mine he runs, droids breaking down, etc. His wife (the ex-high school cheerleader) thought she was marrying a future rich guy, but has realized he has no head for business.
So the players are discussing terms, and his wife comes in yelling about something before she sees he's "with clients". She does her best to smooth her hair, etc, putting on a nice face, making a joke of "domestic troubles", and the players try a little Charm to get her to calm down and lighten up. Failure, but Triumph. I won't go into too much detail, but the way it played out, the players got an insight into her real motives...she seems to be in on the recent droid-troubles at the mines. Basically, a clue granted to the bigger picture, and she's not aware they've been alerted.
You can do this with any situation, even the simplest ATM hack. As Qui Gon could have said, "there's always a bigger picture".
Always make it a group decision. Ask the player how they use their triumph. Let everyone have some input with you and the player who made the roll being the final decider.
These are a good source of inspiration
https://drive.google.com/file/d/0B-n7ekVbbfnRcE9HUE14LWczaVk/edit?usp=sharing
I would like to introduce you to the character who, it seems, can only roll triumphs and failures. Really - think back at what he does during the movies. Almost every action he performs, he fails at his intended action but accomplishes something else equally or even more valuable than the original action. In our group, making such a roll is actually named after him.
The Order 66 podcast episode 10 had a great example I think really captures the "proper" use (if such a thing exists) of a Triumph on a failure.
Character shoots at a guard, fails but with a Triumph. So, he missed. But the blaster shot went past the guard and fried the door controls dropping a blast door between the fight and reinforcements for the guard. Totally unrelated to hitting the guard (since he missed it's reasonable to not even affect the guard in any way) but still a scenario-changing event.