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General Tabletop Discussion
*Dungeons & Dragons
Failure stakes for a travel Skill Challenge
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<blockquote data-quote="AbdulAlhazred" data-source="post: 7562751" data-attributes="member: 82106"><p>I might offer a different implementation. Consider the whole dangerous journey to be a single SC. Each area that the PCs must travel through provides a challenge of some sort. The swamp might challenge one's Navigation, the Cliff one's Logistics, etc. Multiple paths can exist (and here Scouting Ahead might actually be more of a support function which lets you know the possible choices before committing to one). Success means the party moves through the current locale without incurring any particular difficulty (they could still expend resources, and each choice of path might have a different obligatory cost). Failure would indicate that the particular path has proven to be impassible, the party is lost, etc. This would impose some sort of extra consequence and require possibly backtracking or divergence onto a new path.</p><p></p><p>The main issue here is dealing with overall SC failure. One option is to simply design the trip carefully so it either succeeds or fails with the party unable to proceed by the time they reach either 3 failures or N successes (this is possible, if you map things out in specific ways, but not all possible maps might naturally allow for this arrangement). The other option would be to simply allow unlimited failures, with the party themselves deciding when 'enough is enough'. </p><p></p><p>The roles outlined in the book could be assigned to PCs in the same way as [MENTION=6696971]Manbearcat[/MENTION]'s suggested technique, though exactly what the checks are against might vary depending on the situation.</p><p></p><p>This would be an interesting technique in that you'd draw up a sort of semi-abstract map to handle the journey, with each location requiring certain checks, costs, possibly opportunities, secondary check possibilities, etc. It is one of the few instances where I can see a fairly pre-built and fully structured SC being the best option.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7562751, member: 82106"] I might offer a different implementation. Consider the whole dangerous journey to be a single SC. Each area that the PCs must travel through provides a challenge of some sort. The swamp might challenge one's Navigation, the Cliff one's Logistics, etc. Multiple paths can exist (and here Scouting Ahead might actually be more of a support function which lets you know the possible choices before committing to one). Success means the party moves through the current locale without incurring any particular difficulty (they could still expend resources, and each choice of path might have a different obligatory cost). Failure would indicate that the particular path has proven to be impassible, the party is lost, etc. This would impose some sort of extra consequence and require possibly backtracking or divergence onto a new path. The main issue here is dealing with overall SC failure. One option is to simply design the trip carefully so it either succeeds or fails with the party unable to proceed by the time they reach either 3 failures or N successes (this is possible, if you map things out in specific ways, but not all possible maps might naturally allow for this arrangement). The other option would be to simply allow unlimited failures, with the party themselves deciding when 'enough is enough'. The roles outlined in the book could be assigned to PCs in the same way as [MENTION=6696971]Manbearcat[/MENTION]'s suggested technique, though exactly what the checks are against might vary depending on the situation. This would be an interesting technique in that you'd draw up a sort of semi-abstract map to handle the journey, with each location requiring certain checks, costs, possibly opportunities, secondary check possibilities, etc. It is one of the few instances where I can see a fairly pre-built and fully structured SC being the best option. [/QUOTE]
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