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Guest 6801328
Guest
Here's a game.
1) Pick a typical "challenge" that seems to have an obvious skill check, for any skill, associated with it.
2) Describe five different approaches a player might propose that would use, if a check is called for, rely on each of the five abilities other than Con (with or without an associated skill/tool proficiency)
3) Include a failure consequence for each.
4) Bonus points for creative/non-obvious solutions. (You'll have to pretend this is being scored.)
You can invent whatever additional setting elements are necessary to support each solution. (The point isn't to find solutions to the problem as described, it's to illustrate how skills can be used in unexpected ways.)
Example
Problem: Hall filled with pressure plates.
Strength (Athletics): Running jump to clear the whole thing. Failure: you crack your skull on a low hanging part of the ceiling (1d6 bludgeoning) and land in the middle of the pressure plates. Safe for now, but in a minefield (as it were).
Dexterity (Acrobatics): Spring through, diving and tumbling every time you hear/feel a 'click'. Failure: there's nothing to dodge; the first 'click' fills the hall with poison gas.
Intelligence (Investigation): Identify the first few plates, and then deduce the pattern of the rest of them. Failure: the designer figured you might do this, and the LAST PLATE is anomalous. But your caution pays off: you feel it click down, but have not yet released it.
Wisdom (Animal Handling): Herd the goats (the ones being kept in a previous area as food for the young dragon) down the hall ahead of you. Failure: The goats go the wrong way, and alert the guards, who release the dragon.
Charisma (Persuasion): You 'use Persuasion' on another PC, convincing them to go first. (KIDDING!!!!!)
Charisma (Deception): You fool an NPC into believing the party is dead at the other end of the hall, waiting to be looted by somebody who knows how to deactivate the pressure plates. Failure: the NPC pretends to deactivate the traps and stroll through, but actually he just knows where to step.
Note that some of my consequences don't seem to be examples of 'failing at the skill' but are unrelated to the player's success. Some people don't like that. I do. YMMV.
Your turn.
1) Pick a typical "challenge" that seems to have an obvious skill check, for any skill, associated with it.
2) Describe five different approaches a player might propose that would use, if a check is called for, rely on each of the five abilities other than Con (with or without an associated skill/tool proficiency)
3) Include a failure consequence for each.
4) Bonus points for creative/non-obvious solutions. (You'll have to pretend this is being scored.)
You can invent whatever additional setting elements are necessary to support each solution. (The point isn't to find solutions to the problem as described, it's to illustrate how skills can be used in unexpected ways.)
Example
Problem: Hall filled with pressure plates.
Strength (Athletics): Running jump to clear the whole thing. Failure: you crack your skull on a low hanging part of the ceiling (1d6 bludgeoning) and land in the middle of the pressure plates. Safe for now, but in a minefield (as it were).
Dexterity (Acrobatics): Spring through, diving and tumbling every time you hear/feel a 'click'. Failure: there's nothing to dodge; the first 'click' fills the hall with poison gas.
Intelligence (Investigation): Identify the first few plates, and then deduce the pattern of the rest of them. Failure: the designer figured you might do this, and the LAST PLATE is anomalous. But your caution pays off: you feel it click down, but have not yet released it.
Wisdom (Animal Handling): Herd the goats (the ones being kept in a previous area as food for the young dragon) down the hall ahead of you. Failure: The goats go the wrong way, and alert the guards, who release the dragon.
Charisma (Persuasion): You 'use Persuasion' on another PC, convincing them to go first. (KIDDING!!!!!)
Charisma (Deception): You fool an NPC into believing the party is dead at the other end of the hall, waiting to be looted by somebody who knows how to deactivate the pressure plates. Failure: the NPC pretends to deactivate the traps and stroll through, but actually he just knows where to step.
Note that some of my consequences don't seem to be examples of 'failing at the skill' but are unrelated to the player's success. Some people don't like that. I do. YMMV.
Your turn.