N0-1_H3r3 said:
Bearing these notions in mind - and they apply quite broadly to RPGs in general - can often alleviate feelings of character incompetence. Failing a test to pick a lock might not mean that the lock can't be picked, merely that it can't be done in the space of time represented by a single attempt... it might take two or three distinct attempts in game terms, while in narrative terms, it's simply taken longer than expected.
This is one thing I see plenty of gms handle perfectly fine during combat, but once combat is over they forget about it.
