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General Tabletop Discussion
*Dungeons & Dragons
Skill checks for faster movement?
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<blockquote data-quote="77IM" data-source="post: 7478581" data-attributes="member: 12377"><p>I use a rule like this, but:</p><p><strong>1)</strong> It's a normal Dex check, DC 15... it's too easy for characters to min-max their Athletics and always succeed at DC 15, and making it DC 20 would just shaft characters who don't min-max it.</p><p><strong>2)</strong> You fall prone on <em>any</em> failure. Because if there's not a super real risk, many players would try this move constantly.</p><p></p><p>This is actually part of a generalized wager system I have... whenever a player wants to do something slightly beyond what the rules normally allow, I call for an ability check, DC 15, with a mild cost on failure. The cost is generally proportional to the benefit they are trying to gain. It's frequently used by my players to modify spell areas or allow a spell to affect an ordinarily invalid target... those lead to some fun failure consequences. ;}</p></blockquote><p></p>
[QUOTE="77IM, post: 7478581, member: 12377"] I use a rule like this, but: [B]1)[/B] It's a normal Dex check, DC 15... it's too easy for characters to min-max their Athletics and always succeed at DC 15, and making it DC 20 would just shaft characters who don't min-max it. [B]2)[/B] You fall prone on [I]any[/I] failure. Because if there's not a super real risk, many players would try this move constantly. This is actually part of a generalized wager system I have... whenever a player wants to do something slightly beyond what the rules normally allow, I call for an ability check, DC 15, with a mild cost on failure. The cost is generally proportional to the benefit they are trying to gain. It's frequently used by my players to modify spell areas or allow a spell to affect an ordinarily invalid target... those lead to some fun failure consequences. ;} [/QUOTE]
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Skill checks for faster movement?
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