Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
Playing the Game
Talking the Talk
4e Skill Challenge playtest
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="LostSoul" data-source="post: 4204339" data-attributes="member: 386"><p>We can cut initiative. I do want to make sure that every player getrs a chance to act once per round.</p><p></p><p></p><p></p><p>My thought - from what I've read - was that Easy checks were worse to fail. You'd rather try to get an Easy check, but if you roll a one it's bad. So it's still a gamble that way. I don't know if the math works out at all, though.</p><p></p><p>Are you saying that we shouldn't differentiate between success or failure - only the DC is different? If the DC is hidden from the players, that's cool with me.</p><p></p><p></p><p></p><p>I think he's talking about times where failure = the game ends. An example of this is when you need to get a specific clue to tell you where the evil cult gathering to end the world is, and without it the PCs just wander around with nothing to do. Another example is a wilderness trek to get to a dungeon. You can't fail and not get to the dungeon if the whole night's adventure was in the dungeon!</p><p></p><p>What you do in these cases is change the goal slightly. "Do you get the clue in time to be prepared, or are you rushing?" "Do you make it through the Blood Fens without incident, or are you attacked by monsters, cut, poisoned, and diseased?"</p><p></p><p>That really isn't the sort of skill challenge we're doing here, though, so we're okay. I have no idea what failure will mean right now, but I will try to make failure escalate the conflict instead of the opposite.</p></blockquote><p></p>
[QUOTE="LostSoul, post: 4204339, member: 386"] We can cut initiative. I do want to make sure that every player getrs a chance to act once per round. My thought - from what I've read - was that Easy checks were worse to fail. You'd rather try to get an Easy check, but if you roll a one it's bad. So it's still a gamble that way. I don't know if the math works out at all, though. Are you saying that we shouldn't differentiate between success or failure - only the DC is different? If the DC is hidden from the players, that's cool with me. I think he's talking about times where failure = the game ends. An example of this is when you need to get a specific clue to tell you where the evil cult gathering to end the world is, and without it the PCs just wander around with nothing to do. Another example is a wilderness trek to get to a dungeon. You can't fail and not get to the dungeon if the whole night's adventure was in the dungeon! What you do in these cases is change the goal slightly. "Do you get the clue in time to be prepared, or are you rushing?" "Do you make it through the Blood Fens without incident, or are you attacked by monsters, cut, poisoned, and diseased?" That really isn't the sort of skill challenge we're doing here, though, so we're okay. I have no idea what failure will mean right now, but I will try to make failure escalate the conflict instead of the opposite. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
Playing the Game
Talking the Talk
4e Skill Challenge playtest
Top