[RPG] Supporting degrees of success and failure when rolling

dicednd-5e

I have only played D&D so far, but I'm not that happy with it, mainly because the results are so binary. Take, for example, picking a lock. You roll a dice, you add your lockpicking modifier and compare that to a static number indicating the difficulty. If you roll equal or higher to the DC, you succeed, if you roll lower, you fail. This just seems so… gamey to me, and too binary to feel authentic.

Is there a way to make the transition between success and failure less all-or-nothing? like "Oh, you rolled a 19-21 for a DC 20 lock? You open the door, but with a negative effect, like a broken lockpick. You rolled 22 or more? you succeed without negative effects. You roll a 10-18: you just fail, but suffer no ill effects. 5-10? you fail AND you break a lockpick. a 2-5? you fail and trigger an alarm. a 1? critical failure: someone opens the door from the other side while you're picking it and you get you lockpick jabbed into your eye."

Now, obviously, I can just use a homebrew rule for this, but I'm looking for something that's somewhat more integrated with D&D, like an optional ruleset or something. If possible, I'd like a D&D 5e solution, but a 4e or 3.Xe solution also is fine.

Best Answer

In many cases, for published adventures and challenges, D&D will use multiple DCs. This is especially common for knowledge or perception checks.

For example, with a DC 10 knowledge check you might know that trolls regenerate damage; with a DC 15 you might know that fire prevents said regeneration.

When designing challenges as a GM, you could extend this to other challenges. Make opening a lock at the cost of breaking your tools DC 18, while opening the lock without negative consequence would be DC 22.