Fair enough. I forgot the name of this ruleset, but there's a very simple D20-based game ruleset which is designed for beginners but IMHO is more fun even for everyone, as it focuses on creativity and storytelling! The rules are very simple:
(1) The players take turns. They describe what they want to do, and the DM narrates the outcome, incorporating a dice roll into the process if needed, because:
(2) Any significant action requires a dice roll, which cannot be re-attempted if failed.
(3) A roll of a 1 is a critical failure (a guaranteed failure even on an easy task such as cooking pancakes), and a critical failure during combat causes accidental self-injury. A roll of a 20 is a critical success, which always succeeds (e.g. a level 1 archer can destroy a level 18 Elder Dragon if they aim for the eye and roll a 20). Any roll between 2-19 is compared to the difficulty level of the attempted action. Difficult actions require a roll of around 16 to succeed; easier ones, perhaps around 12. The raw dice roll (if between 2-19) is supplemented by adding around +1 or +2 if the player has invested skill points into the relevant skill, and by also adding around +1 or +2 if the player is using high-quality specialized equipment for the task.
That's it! Of course you probably also want to incorporate standard gaming tropes such as levels, gold, HP, MP, weapons, armor, and such, but all of that is not meant to be set in stone within this system - e.g. if you want to try using a pair of sapplings and some rope as a giant improved slingshot weapon, that's meant to be allowed to work, in this system (albeit maybe with a -3 adder to dice checks, since the weapon's quality is probably total crap). It's about being nice to each other and encouraging each others' creative ideas, so the team + DM can tell a totally new and perhaps unexpected story together.
When I explain DND-like games to people, I usually tell them about this system, because it's very welcoming, and encourages people to try out new ideas and find creative solutions to big tasks. A campaign can be super open-ended; e.g. "Destroy Sauron's ring - by any means - open world". With these rules, all sorts of creative ideas (such as the classic idea of asking one of the giant eagles to fly over Mt. Doom and simply drop the ring into the open caldera of the volcano) can be attempted, and can succeed, if the players are plucky and resourceful!
I have never liked the "20 = critical success = always succeeds", mainly because I can with a 5% chance end a "Destroy Sauron's ring" adventure in 40 seconds with "I attempt to destroy it by hitting it with a hammer, like, really hard."
Yeah, it was never in its literal sense but more like "you get the best possible outcome for this action".
For example, if the player is attempting something totally stupid the 20 result might even be "and nothing bad happened", as nothing better was possible (for instance it is impossible to break the one ring with a hammer, so even not totally wrecking your powerful hammer could be a great outcome of such a foolish action).
Or a 20 for asking the eagles for help might be that they bring you half-way, as the eagles wouldn't want to get too close to Mt. Doom anyway.
> Or a 20 for asking the eagles for help might be that they bring you half-way, as the eagles wouldn't want to get too close to Mt. Doom anyway.
I'd also add that ideally (if the DM is fully in the spirit of how this can be played for maximum creative storytelling potential), asking/negotiating for the assistance of the Eagles wouldn't be a single quick dice roll, but rather a complex, possibly hour-long session of courtly intrigue, diplomacy, and politicking, featuring many dice rolls, a lot of carefully chosen words, and a lot of favor-trading and maybe even intimidation. Ideally, getting straight to Mt. Doom via the Eagles should really be achievable, but not with just a single roll of a 20 - rather I imagine it would perhaps involve a concerted and creative effort by the whole party during at least an hour of playing time.
And then, there will be numerous dice checks to survive Mordor's anti-air assets (including probably cool eye beam lasers from the Eye of Sauron tower) and to accurately land the ring in the volcano despite buffeting wind. If any of those checks fail and the ring falls into inert dirt, the party would probably have to quickly send a commando team into Mordor to rapidly finish delivering the payload to target before Sauron's mages arrive in overwhelming force. Would honestly be more fun to play through one of these semi-failure disaster scenarios than an easy win!
Even if / when the party defeats Sauron, they don't have to stop there. For example, they could set their sights on investigating and stopping the reason for the waning of magic from the world, or any (ideally noble, or at least villainously entertaining) goal of their choosing. They could even e.g. research and create dimensional travel magic and hop to a totally different setting such as that of Star Wars.
Simply put, a DM should not allow you to roll in that situation. You only roll for things you might possibly succeed at. If I had a player at my table say that, I'd simply reply "Your hammer bounces off of it with great force, but as you examine the ring, it is unharmed."
If they complained that they didn't get a chance to roll the dice, I'd explain to them that they're misunderstanding the purpose of dice in the game - it's to provide randomness to situations where outcomes are uncertain.
In the inverse case, I wouldn't make someone roll the dice for mounting their horse when breaking camp if their character is someone who is familiar with riding horses, or to not spill their flagon of water when taking a rest in the dungeon.
Particularly for older versions of D&D, players went out of their way to avoid rolling dice whenever possible - dice are dangerous! Roll poorly, and you don't succeed. You might even die! And the ability to resurrect the dead is far more limited for older editions - player characters being effectively immortal outside of TPKs is a much more modern change.
No, because (even aside from the whole DM judgement and rolls only for things that can succeed thing):
“Success” on a roll to hit with a weapon is just that: hitting, not destroying. And, well, hitting the One Ring with a weapon doesn't short-circuit the adventure (see Gimli at Rivendell.)
(1) The players take turns. They describe what they want to do, and the DM narrates the outcome, incorporating a dice roll into the process if needed, because:
(2) Any significant action requires a dice roll, which cannot be re-attempted if failed.
(3) A roll of a 1 is a critical failure (a guaranteed failure even on an easy task such as cooking pancakes), and a critical failure during combat causes accidental self-injury. A roll of a 20 is a critical success, which always succeeds (e.g. a level 1 archer can destroy a level 18 Elder Dragon if they aim for the eye and roll a 20). Any roll between 2-19 is compared to the difficulty level of the attempted action. Difficult actions require a roll of around 16 to succeed; easier ones, perhaps around 12. The raw dice roll (if between 2-19) is supplemented by adding around +1 or +2 if the player has invested skill points into the relevant skill, and by also adding around +1 or +2 if the player is using high-quality specialized equipment for the task.
That's it! Of course you probably also want to incorporate standard gaming tropes such as levels, gold, HP, MP, weapons, armor, and such, but all of that is not meant to be set in stone within this system - e.g. if you want to try using a pair of sapplings and some rope as a giant improved slingshot weapon, that's meant to be allowed to work, in this system (albeit maybe with a -3 adder to dice checks, since the weapon's quality is probably total crap). It's about being nice to each other and encouraging each others' creative ideas, so the team + DM can tell a totally new and perhaps unexpected story together.
When I explain DND-like games to people, I usually tell them about this system, because it's very welcoming, and encourages people to try out new ideas and find creative solutions to big tasks. A campaign can be super open-ended; e.g. "Destroy Sauron's ring - by any means - open world". With these rules, all sorts of creative ideas (such as the classic idea of asking one of the giant eagles to fly over Mt. Doom and simply drop the ring into the open caldera of the volcano) can be attempted, and can succeed, if the players are plucky and resourceful!