The real problem with this example here is that it should be resolved with an attack that deals damage. If you don't succeed, then you at least deal some damage (assuming you overcome hardness) to make the next attempt easier. It should never be modeled with a flat success/fail d20 roll in the first place.Kaelik wrote:I take it you've never kicked a door down before.User wrote:Or until she levels or gets some further bonus; failure indicates that the door is too tough for her, kicking it again won't make the door flimsier. This isn't perfect, but its way better than take 20 where the DM either decides: this door can be kicked down or this door can't be kicked down, and nothing is really up to chance. There is never a chance that the players will succeed, it's always guaranteed success or guaranteed failure where taking 20 is possible, and that is stupid.Lago PARANOIA wrote:The fighter only gets one shot in her entire life to force a door open.
The door absolutely is flimsier for the second kick.
The success/fail model can make sense in other situations, so long as multiple attempts wouldn't make successive attempts easier. So, trying to climb a wall won't get easier each time, but trying to break something probably will.