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
General Tabletop Discussion
*Pathfinder & Starfinder
A talk on the concept of "failures" in a skill challenge (no math, comments welcome)
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="WyzardWhately" data-source="post: 4303352" data-attributes="member: 33207"><p>You're absolutely correct. I'd be pissed at a player who insisted on racking up failures rather than sitting it out. Sometimes you have to step out of the spotlight, and put the team ahead of your own interests. Life's tough that way. Same way that sometimes you need to cast an area-effect spell that includes your buddy, but usually you shy far away from that, even if it means you don't get to do much. To my mind, these are nearly equivalent behaviors. You're sabotaging the group in an attempt to show off at others' expense.</p><p></p><p>See, here's where the comparison between combat and skill challenges breaks down. In combat, you have several different options. Most characters are going to have several different things they can do in a round, with different cost-benefits. There might not be choices that are strictly better than others. Do I use Ray of Frost and try to slow the elite brute down, or do I use thunderwave to push his minions off a cliff? See, there's not necessarily a clearly superior choice.</p><p></p><p>In a skill challenge, the problem is that your options are mechanically fungible. It all comes down to a die roll with a certain percentage: the difference between rolling +9 arcana and +7 religion has a clearly and strictly better option. There are not nearly enough "special effects" attached to different skill uses for one to not be generally strictly better. You look at the list of skills you have, and you hammer on the one with the best chance of success. So, if you don't have a very high chance of success, your strictly best option is to try and aid another. </p><p></p><p>I have trouble conceiving of a way to fix this without making the system heinous.</p><p></p><p>However, the best I can think of is to set up parallel interlinked skill challenges. In essentially the same way that different types of combat encounters are set up (the dragon's den, wolf pack, etc.), there would be multiple different tracks with effects on each other. In essence, you'd be running two or three skill challenges at once, all of which lead to the same goal, and each having milestones that contribute or detract from progress on the others. An example might be two PCs using social skills at court to delay proceedings, while two others go wild on investigation trying to find the necessary dirt to put a stop to the scheme permanently. If they can communicate new information to each other, they can give each other bonuses...</p><p></p><p>...as you can see, that's too complex and requires a convoluted setup, so it's not suited to starting one on the fly when the players want to do something and you need to make a big deal out of it.</p><p></p><p>I suppose another option might be that a skill challenge could require certain "keys." That is, a very complex one might require 10 overall, but there could also be certain minimums in there. So, you might require two of those successes be from skill A, two from skill B, and either three from skill C or one from skill D which can only be unlocked by a hard test with skill E that counts as two successes if made.</p><p></p><p>Clearly, there's room for permutation here. Sorry for the lengthy and possibly out-of-place rant.</p></blockquote><p></p>
[QUOTE="WyzardWhately, post: 4303352, member: 33207"] You're absolutely correct. I'd be pissed at a player who insisted on racking up failures rather than sitting it out. Sometimes you have to step out of the spotlight, and put the team ahead of your own interests. Life's tough that way. Same way that sometimes you need to cast an area-effect spell that includes your buddy, but usually you shy far away from that, even if it means you don't get to do much. To my mind, these are nearly equivalent behaviors. You're sabotaging the group in an attempt to show off at others' expense. See, here's where the comparison between combat and skill challenges breaks down. In combat, you have several different options. Most characters are going to have several different things they can do in a round, with different cost-benefits. There might not be choices that are strictly better than others. Do I use Ray of Frost and try to slow the elite brute down, or do I use thunderwave to push his minions off a cliff? See, there's not necessarily a clearly superior choice. In a skill challenge, the problem is that your options are mechanically fungible. It all comes down to a die roll with a certain percentage: the difference between rolling +9 arcana and +7 religion has a clearly and strictly better option. There are not nearly enough "special effects" attached to different skill uses for one to not be generally strictly better. You look at the list of skills you have, and you hammer on the one with the best chance of success. So, if you don't have a very high chance of success, your strictly best option is to try and aid another. I have trouble conceiving of a way to fix this without making the system heinous. However, the best I can think of is to set up parallel interlinked skill challenges. In essentially the same way that different types of combat encounters are set up (the dragon's den, wolf pack, etc.), there would be multiple different tracks with effects on each other. In essence, you'd be running two or three skill challenges at once, all of which lead to the same goal, and each having milestones that contribute or detract from progress on the others. An example might be two PCs using social skills at court to delay proceedings, while two others go wild on investigation trying to find the necessary dirt to put a stop to the scheme permanently. If they can communicate new information to each other, they can give each other bonuses... ...as you can see, that's too complex and requires a convoluted setup, so it's not suited to starting one on the fly when the players want to do something and you need to make a big deal out of it. I suppose another option might be that a skill challenge could require certain "keys." That is, a very complex one might require 10 overall, but there could also be certain minimums in there. So, you might require two of those successes be from skill A, two from skill B, and either three from skill C or one from skill D which can only be unlocked by a hard test with skill E that counts as two successes if made. Clearly, there's room for permutation here. Sorry for the lengthy and possibly out-of-place rant. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
A talk on the concept of "failures" in a skill challenge (no math, comments welcome)
Top