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General Tabletop Discussion
*Pathfinder & Starfinder
Any New Info on Skill Encounters?
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<blockquote data-quote="jaer" data-source="post: 4089196" data-attributes="member: 57861"><p>Not that I know for sure, but I think your assumption that you can pick 3 DCs just to climb over the same wall is where you went wrong. If all you are trying to get over a wall, it's DC X as set by the DM in relation to the wall's characteristics. Not every skill check needs a level of complexity greater than "make the roll and either succeed or fail."</p><p></p><p>In the Escape from Sembia run, I would imagine the choice in DC denotes three different walls to climb: there is an Easy Wall, the Medium Wall, and the Hard Wall.</p><p></p><p>The Easy Wall has handholds and wooden supports you can grasp. Because it is an easy climb, if you failed, it must have been due to a disaster, such as one of the wooden beams breaking as you held it and pulled yourself up. You fall and are prone (and take some damage too), this is the "failue penalty" of not making the easy climb DC.</p><p></p><p>The Medium Wall is slightly higher and rocky. Failing it just means you did not get up it. Success means you are over it (or on it...whatever).</p><p></p><p>The Hard Wall is much higher and smoother, much more difficult to climb, but once you are up it, you have a good view of the city (+2 of perception check), can move more easily to the adjoining buidlings (+2 to jump the the next building over which is slightly lower), or end up meeting some other folks already up on that roof (as in my rogue example previously stated).</p><p></p><p>I can also see where it being the same wall matters in some way, such as in my previous example of the cruching wall trap earlier in this thread.</p><p></p><p>The easy DC means you climbed as high as you thought necessary in order to jump for the chain. In order to get the chain, you need the low DC climb and the low DC jump. This is for people who aren't athletic and think they will have more luck on two easy checks then one higher one. If you succeed both, you got the chain. Next round, you can make a strength check to pull it, or one of your companions can grab and pull it this round. Failure on either means you are back on the group and that ends your turn...the wall moves closer to splattering the party.</p><p></p><p>The medium DC means you got high enough to reach the chain. Make a str check to pull it. Failure means you slipped before you got there. Your round is over.</p><p></p><p>The hard DC means you got high enough to not only reach the chain to pull it, but wrap the length around your arm a few times and really get a good hold. +2 to the strength check to pull it and +4 to hold it. If you failed, you slipped down before you made it and your round is over (or perhaps allow for a dex check to grab the chain as you fell; success means you managed to grab the chain just like in option one and either a companion can pull it this round or you can pull it next round, no bonus on strength check).</p><p></p><p>In this case, it is the same wall you are climbing, but the DC varience represents a difference in the actual climb: your choice in how far up the wall. This choice also affects the outcome of your following action: grabbing and pulling the chain.</p><p></p><p>Just my opinion, but it doesn't seem necessary or streamlined to always have three difficulty options for a skill check nor to have set DCs for those options under all circumstances. I think that was all designed to make Escape from Sembia easier on players and DMs.</p></blockquote><p></p>
[QUOTE="jaer, post: 4089196, member: 57861"] Not that I know for sure, but I think your assumption that you can pick 3 DCs just to climb over the same wall is where you went wrong. If all you are trying to get over a wall, it's DC X as set by the DM in relation to the wall's characteristics. Not every skill check needs a level of complexity greater than "make the roll and either succeed or fail." In the Escape from Sembia run, I would imagine the choice in DC denotes three different walls to climb: there is an Easy Wall, the Medium Wall, and the Hard Wall. The Easy Wall has handholds and wooden supports you can grasp. Because it is an easy climb, if you failed, it must have been due to a disaster, such as one of the wooden beams breaking as you held it and pulled yourself up. You fall and are prone (and take some damage too), this is the "failue penalty" of not making the easy climb DC. The Medium Wall is slightly higher and rocky. Failing it just means you did not get up it. Success means you are over it (or on it...whatever). The Hard Wall is much higher and smoother, much more difficult to climb, but once you are up it, you have a good view of the city (+2 of perception check), can move more easily to the adjoining buidlings (+2 to jump the the next building over which is slightly lower), or end up meeting some other folks already up on that roof (as in my rogue example previously stated). I can also see where it being the same wall matters in some way, such as in my previous example of the cruching wall trap earlier in this thread. The easy DC means you climbed as high as you thought necessary in order to jump for the chain. In order to get the chain, you need the low DC climb and the low DC jump. This is for people who aren't athletic and think they will have more luck on two easy checks then one higher one. If you succeed both, you got the chain. Next round, you can make a strength check to pull it, or one of your companions can grab and pull it this round. Failure on either means you are back on the group and that ends your turn...the wall moves closer to splattering the party. The medium DC means you got high enough to reach the chain. Make a str check to pull it. Failure means you slipped before you got there. Your round is over. The hard DC means you got high enough to not only reach the chain to pull it, but wrap the length around your arm a few times and really get a good hold. +2 to the strength check to pull it and +4 to hold it. If you failed, you slipped down before you made it and your round is over (or perhaps allow for a dex check to grab the chain as you fell; success means you managed to grab the chain just like in option one and either a companion can pull it this round or you can pull it next round, no bonus on strength check). In this case, it is the same wall you are climbing, but the DC varience represents a difference in the actual climb: your choice in how far up the wall. This choice also affects the outcome of your following action: grabbing and pulling the chain. Just my opinion, but it doesn't seem necessary or streamlined to always have three difficulty options for a skill check nor to have set DCs for those options under all circumstances. I think that was all designed to make Escape from Sembia easier on players and DMs. [/QUOTE]
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