The Mixed Success
When a player makes a skill check, the Mixed Success optional rule allows the DM to have some flexibility with the result of that check. The Mixed Success can be applied to any skill check if the DM chooses to do so. A mixed success occurs when the DM sets a threshold for a skill check or ability check that would result in a partial or incomplete success for a player. When the DM chooses to employ the use of this optional rule, they should set two DC for the success of an ability check: the first being the required roll for a Mixed Success and the other number (the higher number) for a Complete Success.
The result of a mixed success varies depending on the ability check. Generally speaking, the following list should provide a DM using this optional rule with a variety of results to present the player with:
Price to Pay: The player succeeds at what they are trying to do but loses something in the process. This could be a physical object, Hit Points, Spell Slots, or another important resource.
Duration: The player gets what they want, but it takes an exceptionally long time to accomplish their goal. This could result in missed opportunities, greater risk of exposure, or other complications due to the passage of time.
Difficult Choice: The player is presented with a Difficult Choice. They may choose to follow through with their goal at the cost of making this decision which could result in an unfavorable outcome.
Complication: The player succeeds, but their success creates a new problem. For example, sneaking past guards might cause a minor noise that puts them on alert, or successfully unlocking a door might trigger a secondary trap or alarm.
Reduced Effectiveness: The player achieves their objective, but only partially or imperfectly. A Persuasion check might sway the target, but they remain hesitant. An Investigation check might uncover some clues, but key details remain elusive.
How to Use Mixed Success in Your Games
The Mixed Success rule is designed to enhance roleplaying and storytelling by introducing consequences that keep the action dynamic and engaging. This rule shines in situations where a simple pass/fail outcome might feel too rigid or limit the flow of the narrative.
For example:
A rogue attempting to disarm a trap might succeed (avoiding the full effect), but a Mixed Success could mean triggering a minor mechanism that reveals their presence.
A bard trying to charm a noble might earn their favor, but at the cost of owing the noble a future favor in return.
A ranger attempting to track an enemy might follow their trail successfully, but a Mixed Success could mean they inadvertently lead the group into an ambush set along the way.
A wizard researching a spell in an ancient library might uncover the critical information they need, but a Mixed Success could mean their magical tampering attracts a hostile magical entity.
A fighter trying to force open a locked door might succeed in breaking it down, but a Mixed Success could mean they strain a shoulder, reducing their Strength-based rolls until they rest.
A druid trying to calm a rampaging beast might pacify it, but a Mixed Success could mean the beast will remain calm only for a limited time before becoming aggressive again.
By incorporating Mixed Success, you create opportunities for players to experience meaningful outcomes, even when they don’t achieve a complete success. This rule encourages creativity, problem-solving, and teamwork as players navigate the additional challenges presented by their partial successes.
Do you use the Mixed Success rule in your games? Share your favorite examples of partial successes and the creative complications they’ve introduced with us! Find out contacts below.
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