Failure is failure
Nobody wants to fail, right? We frown on failure. We take it personally, even when it is no fault of our own. It is hard not to feel that way. It might even keep you awake some nights, remembering how you fucked up that one thing and someone blamed you for your failure, even though it was largely a matter of chance. It sucks, but here’s the thing, your brain will never let you forget that one time you messed up. You will almost certainly never make the same mistake again if it’s something you can avoid, right? You will avoid similar situations, you will learn to do the thing properly or you will let someone qualified do it.
But this is not the case in D&D and other similar games. If you roll a 12 and add your +3 bonus and you miss that guy with his 16 AC, that’s it. It’s over. There is nothing you can learn except that you better roll higher next time or hit him with Magic Missile. This feels so much worse than regular failure. This is failure with no upside. There is not even a fun narrative element to it, really, unless you shoehorn one in.
So, how do you fix this? I think the answer is pretty simple actually, and it was brought to my attention by Aabriya Iyengar and Brennan Lee Mulligan.
Adding interest to failure

In the latest season of Dimension 20, Never Stop Blowing Up, the gang are playing people stuck in an 80s action movie. They are not playing D&D this time. Instead they are using a version of the Kids on Bikes system that they have previously hacked for Mentopolis and Misfits and Magic.
I really enjoy the system and it suits the seasons they use it in really well. In particular, the exploding dice element of the mechanics makes a lot of sense for a show called Never Stop Blowing Up and it makes for some brilliant cast reactions when it happens.
But the mechanic I am interested in here is the Turbo Tokens they receive when they fail at an action. In the base game, they are called Adversity Tokens and they represent the lessons learned from failure and contribute to real swings of momentum during high-stress situations.
Kids on dragons
So, I am going to try it out in D&D. Not sure what name I will give the tokens yet. I might just start with Adversity Tokens and see what the players end up calling them. The idea I have is to use them the same way as they do in Kids on Bikes, basically. They will earn one token each time they fail at something, whether it’s an attack roll or a stealth check or an effort to wow the crowd in the inn with their musical genius. That way, failure won’t feel quite so bad and they will be able to spend them later to effect other rolls. I think a +/- 1 modifier for each token spent is appropriate. They will be allowed to spend them to add to or subtract from any roll happening in the situation they are involved in. So they could add a bonus to their own attack roll, help out a fellow PC when the chips are down or subtract from an enemy’s saving throw or attack roll for instance. I foresee some interesting behaviours when it comes to the saving and spending of these. I am thinking I might need to cap the number of tokens a player can have at 10, although I doubt they’ll be able to save up that many of them really.
What do you think, dear reader? Have you ever tried doing something like this in D&D. If so, how did it go?
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This sounds like a fun mechanic to add in. For me I think I would use the tokens within the same session I picked them up, making me feel less like I rolled trash all session.
I am interested to see if you, as GM, end up feeling like this is a bit OP for the players once they get into the swing of it.
Would you consider a similiar token system for the GM to use? Maybe something like if a PC rolls a crit or if a PC clears a check by 8 or more, then the GM gets a token.
I appreciate this would be less borrowing mechanics from other games and more like homebrew rules, but it would bring a risk element to the new mechanic!
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You know what? I might consider this. I think the difference between homebrewing rules and borrowing rules is academic, honestly, so that doesn’t matter afaic.
The main thing that adding this mechanic is supposed to achieve, though, is to make players feel better about failure. That’s not something, I, as the DM, really have to worry about.
But, if, as you suggest it might, this unbalances things too much, I would consider taking some tokens too. If I remember correctly, the guys on the D&D is for Nerds podcast did this, and it added a whole other dimension to rolls for the DM.
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