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General Tabletop Discussion
*Dungeons & Dragons
Handling Skill Challenges
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<blockquote data-quote="Ilbranteloth" data-source="post: 7193112" data-attributes="member: 6778044"><p>Yeah, I agree with the first two responses. </p><p></p><p>The players describe what they want or are going to do, how they're doing it, etc. I'll apply a modifier or advantage/disadvantage based on that and in most cases handle it with passive checks (that includes looking at the passive score and the potential maximum of 20 + their modifier). If the situation warrants, I'll ask the player whose character is doing the relevant action to make a skill check.</p><p></p><p>As A DM, you're not looking to invent potential skills. It's really the opposite, the players should tell you what their characters are doing, or want to do, and you determine what skill that is. Even in the case of your fighter, I wouldn't allow an Athletics check (is the guard going to arm wrestle him?), it would be Intimidation just using their Strength modifier instead of Charisma. </p><p></p><p>As for how many people are involved?</p><p></p><p>If the help of multiple people will increase your chance of success (Perception), then I start with the character with the highest score and grant advantage.</p><p></p><p>If the multiple people will hurt your chance of success (Stealth), then I start with the character with the lowest score, and assign advantage/disadvantage, or nothing based on the circumstances.</p><p></p><p>So if that fighter flexing is helpful to intimidate that guard, while your rogue is attempting to intimidate him too, the rogue might gain advantage on the check if the fighter is good at it. No need to roll a check for the fighter, just look at his passive/potential score and determine how much he can help. Looking like a thug is an easy thing to do.</p><p></p><p>More often than not, I'm considering their passive Skill scores, and their potential (20 + skill modifier) to determine whether an ability check is warranted, or just narrate the results. </p><p></p><p>You also don't need to design some complex multi-step solution. Most are easy to determine as a single check if any. If it's something that the character is capable of (20 + modifier), and there isn't a specific dangerous consequence to failure (like picking a lock), then I use the difference between the DC and the skill check as the amount of time it will take. So they might be trying to pick that lock to hide from a guard that's around the corner, but they won't known how long it will take. You don't have to keep making checks, and there's no need for sub-checks.</p><p></p><p>I would never want to exclude any players from anything. It's up to them to determine how they will go about it. Everybody can contribute. Their contributions might be suggestions at the table, which are then carried out by another character. But everybody can participate.</p></blockquote><p></p>
[QUOTE="Ilbranteloth, post: 7193112, member: 6778044"] Yeah, I agree with the first two responses. The players describe what they want or are going to do, how they're doing it, etc. I'll apply a modifier or advantage/disadvantage based on that and in most cases handle it with passive checks (that includes looking at the passive score and the potential maximum of 20 + their modifier). If the situation warrants, I'll ask the player whose character is doing the relevant action to make a skill check. As A DM, you're not looking to invent potential skills. It's really the opposite, the players should tell you what their characters are doing, or want to do, and you determine what skill that is. Even in the case of your fighter, I wouldn't allow an Athletics check (is the guard going to arm wrestle him?), it would be Intimidation just using their Strength modifier instead of Charisma. As for how many people are involved? If the help of multiple people will increase your chance of success (Perception), then I start with the character with the highest score and grant advantage. If the multiple people will hurt your chance of success (Stealth), then I start with the character with the lowest score, and assign advantage/disadvantage, or nothing based on the circumstances. So if that fighter flexing is helpful to intimidate that guard, while your rogue is attempting to intimidate him too, the rogue might gain advantage on the check if the fighter is good at it. No need to roll a check for the fighter, just look at his passive/potential score and determine how much he can help. Looking like a thug is an easy thing to do. More often than not, I'm considering their passive Skill scores, and their potential (20 + skill modifier) to determine whether an ability check is warranted, or just narrate the results. You also don't need to design some complex multi-step solution. Most are easy to determine as a single check if any. If it's something that the character is capable of (20 + modifier), and there isn't a specific dangerous consequence to failure (like picking a lock), then I use the difference between the DC and the skill check as the amount of time it will take. So they might be trying to pick that lock to hide from a guard that's around the corner, but they won't known how long it will take. You don't have to keep making checks, and there's no need for sub-checks. I would never want to exclude any players from anything. It's up to them to determine how they will go about it. Everybody can contribute. Their contributions might be suggestions at the table, which are then carried out by another character. But everybody can participate. [/QUOTE]
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