Another look at skills - What if I *want* a simple series of skill checks?

I haven't read everything else yet, but have to comment on this.

Rolling and Roleing aren't mutually exclusive.

Yes, you can do either, or you can do both. Depends on the group. For my group there are basically three modes of playing, adventuring/combat, shopping, and skill-using mini-games for everything else. (Hm maybe that's a better word for what I'm looking for... skill mini-games... seems like it would be controversial though.)

_That_ is D&D to me. If you are going to try to do something with a chance of failure you need to make a check. Succeed or fail, _then_ you roleplay the results.

I do it a bit differently. I tell the player what he can roll (or he tells me what he wants to roll and I allow it), and then if he succeeds, he can tell me what happens in the story scene within reason as pertains to the roll used. If he fails, he simply doesn't get to do anything.

For example, the above "charming the shopkeeper" scene might go like this:

Me: Ok you go into the store, the shopkeeper is a tiefling girl and says hi. Ok whoever wants to say something can roll either Diplomacy, Intimidate, Bluff or Streetwise to 19.
Dragonborn PC: Ok I try Intimidate... 25 yeah!
Dwarf PC: Hrmm I try Streetwise... 15 bah.
Tiefling PC: Streetwise... 19!
Eladrin PC: Diplomacy... 6!!! (we all laugh)
Me: Ok, Dragonborn, the girl is looking fearfully at you for some reason.
Dragonborn: I tell her she better give us some damn good prices or else!
Me: Great, she quivers in fear at your awesomeness. Tiefling, you know some friends of hers and have actually been out partying with her a few nights!
Tiefling: Haha, alright I ask her if she has any special items for sale for me.
Me: She smiles cause you're her friend and says she does have a special high level thing reserved just for you. Ok so thanks to Dragonborn's threats you guys have 5% off anything you wanna buy from this girl for today, and thanks to Tiefling's social networking powers you can buy one amulet of (whatever) which you normally wouldn't even be able to find.
PCs: Yeah!

And that's it... that's a "skill challenge" and that's "roleplaying" as far as we're concerned :) I don't know, I guess I could go into details of why we've wound up doing it like that (stuff like focusing only on the characters' victories or something), but really it's just what's most fun for us.

Of course, nowadays this is not a skill "challenge" anymore, which is the point of the thread, that this kind of random little skill stuff is still worth formalizing into some kind of mini-templates for use as tools by DM's. I would like to gradually come up with a skill test "toolbox" with several different structures to apply to different situations.
 

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Harr, this is excellent stuff. I really like your multi-dimensional "deterministic" template.

I'll share some thoughts on how I approach skill checks.

For a skill test, basically you need to decide, as a DM, one a few things.

First, the "goal". Each of your examples has multiple possible results, and thus the skill test is about how to reach the various end states.

This is the Most Important Step. If you don't have a clear idea of why you are calling for a skill check, don't call for one. Make the action automatic (either auto success or auto fail).

In order for a skill check to be appropriate, two things must be true:

1. There must be a reasonable chance for failure and for success. Don't bother rolling if you need to roll a 21 to succeed or a 0 to fail.

2. There must be a reasonable cost for failure, or a cost for just trying. Otherwise, the characters will keep trying until they succeed. 3e had this formalized in the "Take 20" rule, which in my opinion was a phenomenally boring rule. A really easy way to add a cost for failure is to disallow retries. "You already tried your best to (pick the lock | climb the wall | decipher the runes), and you couldn't figure it out. Try something else."

Example: Climbing over a 50 ft. stone wall should require a check, since there is a cost for failure: you might fall and take damage. Climbing over a 10 ft. stone wall shouldn't require a check, because there's no cost for failure: if you fail, you can just try again. The exception is if you are under some sort of time pressure, in which case, the time you wasted failing is its own cost. (This is most relevant for skill checks in combat: spending an action is already a cost.)


Regarding point #2 and Take 20, certain skills, like Open Locks and Search, were never rolled in my 3e games. If you wanted to pick a lock, you went ahead and spent the 2 minutes to Take 20 and either got it or didn't. There was no decision to be made.

In my 4e game I added a house rule called "Taking Your Time." Basically, you spend 10x the normal time for a skill check, and get a +5 bonus. But if you fail, each retry costs a cumulative 10x time. So the first check takes a minute, the second check takes 10 minutes, the third takes 100 minutes, etc.

I also have a house rule: if you're outside of combat, you can't retry a skill check unless you Take Your Time. So if you fail to pick the lock or climb the wall or find the secret door or whatever, you now have to decide: do I want to spend another minute trying? Probably. But if that fails, do I want to spend another 10 minutes trying? Now the party has to decide whether they have time for that or whether they need to find some other way to accomplish their goal.


I also have a skill test template to contribute:

8: Buffet Style - The characters are trying to get multiple benefits, bonuses, or beneficial outcomes (or cancel multiple penalties). For each success, they can choose one benefit. This is similar to the Quantifying template, except that the benefits are discreet rather than continuous.

Example: The group is traveling through a forest, which limits their visual range considerably, slows them to 1/2 speed, and has a % chance of wandering monsters. The players can make Nature checks to navigate the woods. For each success, they can choose one of the following:
- Increase speed by 1/4 (up to 1x)
- Increase visual range (from poor to moderate to good)
- Half chance of wandering monsters (or double chance, if the group is looking for trouble)


This is how I do overland travel in my game. I actually reduce the checks even further by using a single Nature check by the best member of the party. Success allows him to choose a benefit, and every 5 points over the DC allows him to choose another benefit.

This "every 5 points above/below the DC" is a good way to get richer results with fewer actual checks. It's especially good for routine stuff like Quantifying checks when you go shopping.

It's also good when, for story reasons, it makes sense to have a single character make the check. The other members of the party make checks, but don't generate any successes. Instead, succeeding on a check grants the main character a +2 on his check. When the main character finally makes the check, for every 5 points over the DC, it counts as an extra success.


Finally, on role-play vs. roll-play, one way to do it is to treat the roll as optional. If you can convince the Duke using just your words, great! Sometimes you say the right thing and it makes sense for the NPC to react that way and no roll is needed. But if you want to make a Bluff or Diplomacy or Intimidate check, you can, and it can sway the Duke's opinion in your favor.

This was actually formalized in the SW Saga Edition's rules for Persuasion. In that game, the NPC's actions -- his inclination to do what you want him to do -- are based upon what you are asking, and on his attitude towards you. For example, if he is Unfriendly but you are offering him a million credits or offering not to have the Empire arrest him, he'll do it! No roll needed. But if you don't have a million credits or the ability to call in Imperial forces, you have two options. You can use Deception to trick him into thinking you do have those things, or you can use Persuasion to raise his attitude towards Friendly. The interesting thing about the Persuasion option was that the DC was not based on what you were discussing, since the relevance of your request and offer are already accounted for by the GM when deciding whether or not a person with that attitude would agree. If the Persuasion worked, his attitude would increase, making him more likely to help you for less reward/more cost.

-- 77IM
 

77IM said:
8: Buffet Style - The characters are trying to get multiple benefits, bonuses, or beneficial outcomes (or cancel multiple penalties). For each success, they can choose one benefit. This is similar to the Quantifying template, except that the benefits are discreet rather than continuous.

Example: The group is traveling through a forest, which limits their visual range considerably, slows them to 1/2 speed, and has a % chance of wandering monsters. The players can make Nature checks to navigate the woods. For each success, they can choose one of the following:
- Increase speed by 1/4 (up to 1x)
- Increase visual range (from poor to moderate to good)
- Half chance of wandering monsters (or double chance, if the group is looking for trouble)

That is AWESOME and exactly the type of thing I'm looking for! :D It already gives me ideas for some cool encounters (which is another benefit of having mini-templates that I've found: They can stimulate you to get creative with game/encounter ideas).

In last night's game I used the 5-above/5-below thing for several things and it works like a charm. I think that 'mechanic' should be another official 'toolbox' one. I also have another one that I came up with which I call "Investigation-Action" which is good for when the party isn't sure what to do next.

I'll be writing both of those up in the future, right now I'm just a little burnt out from the game yesterday to be thinking about it too much, but great stuff!
 

I posted this on the Gambling thread (click the blue box > thingy). These systems aren't original, but they show another way how the simple d20 roll can be used creatively to generate multiple numeric results.

Here are two subsystems for gambling:

I) Winners and Losers (stolen from Savage Worlds)
1. Decide upon a stake (say, 5 silver pieces)
2. Every gambler makes a check
3. Subtract the lowest result from the highest result. The gambler with the lowest result pays the difference x the stake, to the gambler with the highest result.
4. Repeat the above steps for the gambler with the 2nd lowest result and the gambler with 2nd highest result. If there's an odd number of gamblers, the guy in the middle breaks even.

II) Winner Takes All (stolen from Star Wars Revised Core Rules)
Same as above, except in step 4, each gambler compares their result to the guy with the highest result and pays him difference x stake.


These systems can be resolved in a single check per participant (although there is a bit of arithmetic involved after making the check), and it doesn't matter what skill or ability you use. You could even have different participants make different sorts of checks (letting everyone use their best skill from Campbell's list, for example).

-- 77IM
 

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