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Alternative Rules for Skill Challenges
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<blockquote data-quote="Warbringer" data-source="post: 6125743" data-attributes="member: 14391"><p>Not to hijack, but this how I changed Skill Challenges to fit in my game.</p><p></p><p>In all instances there are skills that are applicable, useful or irrelevant. These have fixed DCs at 10, 12 and 15 respectively. The player uses the skill (or skills) and they need to achieve a set number of successes, or else fail. The player then narrates their characters actions, the DM the consequences for failure (in fail forward mentality). Each successful role of 5 higher than the traget number is an extra success. I also permit the players to use their actions as a dice pool (attack, defend, move all generate a dice), so in challenge situations they can spend muliple dice to achieve success.</p><p></p><p><em>Consider the rogue Jen ‘y’ far, climbing up a wall towards an open window into a mark’s house. The narrator tells her player that from below, she hears the city guard approaching (3rd level) just as the waxing moon breaks cover. </em></p><p><em></em></p><p><em>Cursing, the player decides that Jen ‘y’ far only has 2 options, try and hide, or finish the climb before guard sees her. Not wishing to take any chances of being seen, he decides that Jen ‘y’ far makes a desperate lunge for the window just 5 feet above her, grabbing the ledge with 1 hand and dragging herself through as she uses here free hand to pick the simple latch securing the window.</em></p><p></p><p>Jen ‘y’ far’s player wants to use as many actions as possible to perform the check. Thievery, Atheltics and Acrobatics are all applicable (our lucky little thief). The difficulty is set at four; the guards (3rd level) is routine (2), but they are a small group (+1) and the sudden burst of moonlight maks things harder (+1).</p><p></p><p>The narrator and the player decide that based on the description that Jen ‘y’ far’s escape is driven mostly by Acrobatics (2 dice), with a small contribution from Thievery (1 dice); Jen ‘y’ far has +6 in Thievery and +8 in Acrobatics. (5, 14, 19) adding for (9, 20, 25), no problem! Indeed she has 5 successes!!!</p><p></p><p>Note that while we technically failed the Thievery check, as we had a check for the scene, the whole maneuver succeeds, though the narrator deems she busted the lock in jamming it open.</p></blockquote><p></p>
[QUOTE="Warbringer, post: 6125743, member: 14391"] Not to hijack, but this how I changed Skill Challenges to fit in my game. In all instances there are skills that are applicable, useful or irrelevant. These have fixed DCs at 10, 12 and 15 respectively. The player uses the skill (or skills) and they need to achieve a set number of successes, or else fail. The player then narrates their characters actions, the DM the consequences for failure (in fail forward mentality). Each successful role of 5 higher than the traget number is an extra success. I also permit the players to use their actions as a dice pool (attack, defend, move all generate a dice), so in challenge situations they can spend muliple dice to achieve success. [I]Consider the rogue Jen ‘y’ far, climbing up a wall towards an open window into a mark’s house. The narrator tells her player that from below, she hears the city guard approaching (3rd level) just as the waxing moon breaks cover. Cursing, the player decides that Jen ‘y’ far only has 2 options, try and hide, or finish the climb before guard sees her. Not wishing to take any chances of being seen, he decides that Jen ‘y’ far makes a desperate lunge for the window just 5 feet above her, grabbing the ledge with 1 hand and dragging herself through as she uses here free hand to pick the simple latch securing the window.[/I] Jen ‘y’ far’s player wants to use as many actions as possible to perform the check. Thievery, Atheltics and Acrobatics are all applicable (our lucky little thief). The difficulty is set at four; the guards (3rd level) is routine (2), but they are a small group (+1) and the sudden burst of moonlight maks things harder (+1). The narrator and the player decide that based on the description that Jen ‘y’ far’s escape is driven mostly by Acrobatics (2 dice), with a small contribution from Thievery (1 dice); Jen ‘y’ far has +6 in Thievery and +8 in Acrobatics. (5, 14, 19) adding for (9, 20, 25), no problem! Indeed she has 5 successes!!! Note that while we technically failed the Thievery check, as we had a check for the scene, the whole maneuver succeeds, though the narrator deems she busted the lock in jamming it open. [/QUOTE]
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