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General Tabletop Discussion
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Need last-minute advice on tracking time in non-combat when characters are running against the clock...
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<blockquote data-quote="aco175" data-source="post: 7095745" data-attributes="member: 27385"><p>We have had discussions on skill checks here before, specifically on lock picking. One of the ideas was that you could pick the lock eventually, by eventually rolling a 20. Someone came up with the idea of failing only taking more time and each point failed by would take another minute to pick the lock. For example; The lock has a DC of 20 and your roll totaled 15, normally a failure but here it just takes you 5 minutes longer. You can roll a wandering monster check as a penalty or have the monsters on the other side get ready, or the group will know they failed the easy pick attempt and it will take a few minutes to pick and just decide to try and bash it down instead. </p><p></p><p>This can be the same for other skill checks. Once the PCs start taking levels of exhaustion, they may try to rush through checks and you can set the DC higher for a quick search and give them the opportunity to skip or waste minutes searching more detailed. If the normal DC was 15 and a rush job is now 20. They roll a 12 trying to rush and decide to take the time then you could tick off 8 minutes, but I may make searches 2x and tick off 16 minutes.</p></blockquote><p></p>
[QUOTE="aco175, post: 7095745, member: 27385"] We have had discussions on skill checks here before, specifically on lock picking. One of the ideas was that you could pick the lock eventually, by eventually rolling a 20. Someone came up with the idea of failing only taking more time and each point failed by would take another minute to pick the lock. For example; The lock has a DC of 20 and your roll totaled 15, normally a failure but here it just takes you 5 minutes longer. You can roll a wandering monster check as a penalty or have the monsters on the other side get ready, or the group will know they failed the easy pick attempt and it will take a few minutes to pick and just decide to try and bash it down instead. This can be the same for other skill checks. Once the PCs start taking levels of exhaustion, they may try to rush through checks and you can set the DC higher for a quick search and give them the opportunity to skip or waste minutes searching more detailed. If the normal DC was 15 and a rush job is now 20. They roll a 12 trying to rush and decide to take the time then you could tick off 8 minutes, but I may make searches 2x and tick off 16 minutes. [/QUOTE]
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Need last-minute advice on tracking time in non-combat when characters are running against the clock...
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