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General Tabletop Discussion
*Dungeons & Dragons
A more dynamic skill system?
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<blockquote data-quote="5ekyu" data-source="post: 7859736" data-attributes="member: 6919838"><p>Ok so while it still feels to me like a very amorphous search for an imprecise better, here are some things I do.</p><p></p><p>First, at any tier, remember that a failure on an ability check is not pass/fail - its options are complete success "overcome the challenge", fail "no progress" and "some progress with setback". That third option gives you a massive amount of flexibility. </p><p></p><p>As such, for a complex scene, I set the DC for "complete success" pretty high and then I judge yo what degree they get somewhere with setback or nowhere at all based on the events, the roll, proficiency or not etc. </p><p></p><p>That is all "by the book".</p><p></p><p>Second, if you look at the DMG on social encounters you find it's a lot more than just one die roll. Unless you start at friendly with no risk, you are likely looking at needuping to gather info to get leverage to shift attitude to get to yourcapptoaches getting you results. Indifferent requires a 20 DC to get even slight risk actions accepted. </p><p></p><p>Still "bumpy the book" here.</p><p></p><p>So, if you as GM present them with a variety of options to "work" an NPC, you pen up a lot of different paths for them to choose.</p><p></p><p>Third, off-book, I tend to treat any task that is not representing a less-than-minute activity as a race to three set. To pass you need to get to three passes before three fails. Each fail gives you a little <em>and</em> makes things harder if you keep going the same way (disad). Butbif you take the "little" and go a different tact, back to a regular toll.</p><p></p><p>Example - looking thru old newspapers for info on the family. One success gets you info on doctor, reference to another clue, court case dismissed (one success). Next fail results in realizing the papers in file are incomplete and likely not finding more (now at 1 success 1 fail.) If you keep at the library you roll at disad, taking more time, and maybe someone gets suspicious. But if you decide to follow the court records or go find the doctor or find out who could remove files from library... you get back to normal checks in another direction. Obviously, this is in addition to normal advsntsge and disadvsntage.</p><p></p><p>So, the race to three is kinda like skill challenge in that it keeps spawning new options likely involving different skills and specialties. </p><p></p><p>Finally, the biggest key is The Three Rs - robust, reactive, resilient. Each encounter needs to be robust (Offering a variety of approaches and risks), reactive (changing as events unfold - choices opening and closing as thing change) andcredilient (interesting or fun outcomes and results regardless of how things go.) Especially for "mysteries" and socials- that keys on complex NPCs eith thrirbiwn ideals, flaws, bonds, resources etc.</p><p></p><p>For setting DCs I tend to use the DMG guidelines, plus the 5 up down for advantage. That tends to give DCs between 5 and 25 based on the skill " opposing" you. So, if they were proficient in relevant skills, had abilities above norm and had a lot of planning or resources or time you are looking at DC 25. For each of those missing, drop by 5. So, not proficient, no aptitude to speak of, unplanned or rushed - likely 5. Circumstances for scene can adjust those. </p><p></p><p></p><p>One last thing, if multiple PCs try stuff "for more rolls" I resolve the failures first with those setbacks usually involving lost or destroyed clues or at least making things harder. "Found the murder weapon but smudged prints or contaminated blood." </p><p></p><p>Obviously, these all focus on the mechanics side and how they provide opportunities for the PCs to choosec between. These help feed the roleplay but the roleplay drives these. Mechanics add and remove trays from the buffet but it's the roleplay choices that still make up the meal you have chosen on your plate.</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7859736, member: 6919838"] Ok so while it still feels to me like a very amorphous search for an imprecise better, here are some things I do. First, at any tier, remember that a failure on an ability check is not pass/fail - its options are complete success "overcome the challenge", fail "no progress" and "some progress with setback". That third option gives you a massive amount of flexibility. As such, for a complex scene, I set the DC for "complete success" pretty high and then I judge yo what degree they get somewhere with setback or nowhere at all based on the events, the roll, proficiency or not etc. That is all "by the book". Second, if you look at the DMG on social encounters you find it's a lot more than just one die roll. Unless you start at friendly with no risk, you are likely looking at needuping to gather info to get leverage to shift attitude to get to yourcapptoaches getting you results. Indifferent requires a 20 DC to get even slight risk actions accepted. Still "bumpy the book" here. So, if you as GM present them with a variety of options to "work" an NPC, you pen up a lot of different paths for them to choose. Third, off-book, I tend to treat any task that is not representing a less-than-minute activity as a race to three set. To pass you need to get to three passes before three fails. Each fail gives you a little [I]and[/I] makes things harder if you keep going the same way (disad). Butbif you take the "little" and go a different tact, back to a regular toll. Example - looking thru old newspapers for info on the family. One success gets you info on doctor, reference to another clue, court case dismissed (one success). Next fail results in realizing the papers in file are incomplete and likely not finding more (now at 1 success 1 fail.) If you keep at the library you roll at disad, taking more time, and maybe someone gets suspicious. But if you decide to follow the court records or go find the doctor or find out who could remove files from library... you get back to normal checks in another direction. Obviously, this is in addition to normal advsntsge and disadvsntage. So, the race to three is kinda like skill challenge in that it keeps spawning new options likely involving different skills and specialties. Finally, the biggest key is The Three Rs - robust, reactive, resilient. Each encounter needs to be robust (Offering a variety of approaches and risks), reactive (changing as events unfold - choices opening and closing as thing change) andcredilient (interesting or fun outcomes and results regardless of how things go.) Especially for "mysteries" and socials- that keys on complex NPCs eith thrirbiwn ideals, flaws, bonds, resources etc. For setting DCs I tend to use the DMG guidelines, plus the 5 up down for advantage. That tends to give DCs between 5 and 25 based on the skill " opposing" you. So, if they were proficient in relevant skills, had abilities above norm and had a lot of planning or resources or time you are looking at DC 25. For each of those missing, drop by 5. So, not proficient, no aptitude to speak of, unplanned or rushed - likely 5. Circumstances for scene can adjust those. One last thing, if multiple PCs try stuff "for more rolls" I resolve the failures first with those setbacks usually involving lost or destroyed clues or at least making things harder. "Found the murder weapon but smudged prints or contaminated blood." Obviously, these all focus on the mechanics side and how they provide opportunities for the PCs to choosec between. These help feed the roleplay but the roleplay drives these. Mechanics add and remove trays from the buffet but it's the roleplay choices that still make up the meal you have chosen on your plate. [/QUOTE]
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