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General Tabletop Discussion
*Pathfinder & Starfinder
Any New Info on Skill Encounters?
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<blockquote data-quote="LostSoul" data-source="post: 4089240" data-attributes="member: 386"><p>I'll tell you what I would do.</p><p></p><p>The first thing we need to know is why the fighter wants to climb the wall. If there's no conflict, then whatever. He succeeds. So let's assume there is a conflict: the Fighter wants to climb the wall because he wants to get away from the city guard.</p><p></p><p></p><p></p><p>Looks good. I'd also throw something extra in there on a failure, describing how the city guard is getting closer to him, closing down his options. Something like, "There he is! Grab him!"</p><p></p><p></p><p></p><p>He doesn't climb over the wall. The city guard closes in on him, but it's not as bad - "As you slip from the wall, you hear footsteps of the guard coming from around the corner. 'I think I saw him go down here,' you hear one of the men say."</p><p></p><p></p><p></p><p>If he succeeds, I'd describe how he gains that much more ground. He climbs the wall, then spots the guard running down the street the wrong way.</p><p></p><p>If he fails, he doesn't climb the wall. Same deal as with the normal check failure.</p><p></p><p></p><p></p><p>I'd modify the DC that he's trying to hit - the harder it is to climb, the more the DC is raised.</p><p></p><p></p><p></p><p>I am guessing that DCs are going to be set by the opposition. It's probably based on a Defense score or an opposed Passive skill (either of which should be easy to come up with once you decide what "level" the challenge is). That Defense is then modified for Easy/Hard checks - looks like +/- 4.</p><p></p><p>Then, when you get down in the nitty-gritty of the task (ie. the Climb check), you modify the DC based on the in-game conditions. If it's raining, and the wall is slick? Let's raise the DC by 2. If the wall is crumbling, full of easy handholds? Let's lower the DC by 2. You get the picture.</p></blockquote><p></p>
[QUOTE="LostSoul, post: 4089240, member: 386"] I'll tell you what I would do. The first thing we need to know is why the fighter wants to climb the wall. If there's no conflict, then whatever. He succeeds. So let's assume there is a conflict: the Fighter wants to climb the wall because he wants to get away from the city guard. Looks good. I'd also throw something extra in there on a failure, describing how the city guard is getting closer to him, closing down his options. Something like, "There he is! Grab him!" He doesn't climb over the wall. The city guard closes in on him, but it's not as bad - "As you slip from the wall, you hear footsteps of the guard coming from around the corner. 'I think I saw him go down here,' you hear one of the men say." If he succeeds, I'd describe how he gains that much more ground. He climbs the wall, then spots the guard running down the street the wrong way. If he fails, he doesn't climb the wall. Same deal as with the normal check failure. I'd modify the DC that he's trying to hit - the harder it is to climb, the more the DC is raised. I am guessing that DCs are going to be set by the opposition. It's probably based on a Defense score or an opposed Passive skill (either of which should be easy to come up with once you decide what "level" the challenge is). That Defense is then modified for Easy/Hard checks - looks like +/- 4. Then, when you get down in the nitty-gritty of the task (ie. the Climb check), you modify the DC based on the in-game conditions. If it's raining, and the wall is slick? Let's raise the DC by 2. If the wall is crumbling, full of easy handholds? Let's lower the DC by 2. You get the picture. [/QUOTE]
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