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D&D Older Editions, OSR, & D&D Variants
Are easy checks....easy? (4e spoliers)
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<blockquote data-quote="kclark" data-source="post: 4273859" data-attributes="member: 60560"><p>Basically this will never happen.</p><p></p><p>The players don't choose to take Easy checks.</p><p>The skill challenge that the DM designs may have some skills set at Easy or allow use of a different skill to change a skill DC to Easy. Plus the DM has every right to say that the use of the skill carries real risk enough to warrant a d20 being rolled, or if the players whine he makes the DC an opposed roll rather than a set DC. These are options given in the DMG.</p><p></p><p>Skill challenges are fairly freeform and basically outlined by the GM as something like this. Then the players decide how they want to tackle the challenge. The DMG suggests offering up a few of the skills that will help, especially if the players seem a little lost on how to accomplish the challenge. Other nonspecified skills may be applicable per the DM's approval and typically are only good for one success in the challenge.</p><p></p><p>Escape town from guards looking to hold you for questioning. (4 successes before 2 failures)</p><p>Stealth: Moderate difficulty. Example: Use this skill to sneak past guard stations. gain 1 success.</p><p>Streetwise: Hard difficulty. Example: get information on likely guard watched points and ways to avoid them. This use does not earn a success, but sets the difficulty for Stealth to Easy for the next 2 checks. Successful use of Streetwise may only be done once.</p><p>Diplomacy: Hard difficulty. Talk your way through a checkpoint. gain 1 success</p><p>Endurance: Hard difficulty. Just outrun the guards and hope to loose them this way. gain 1 success</p><p>Bluff: Moderate difficulty. Can set up a large distraction to ease your escape. Gain a success and a +2 on your next check.</p><p>Success: Characters escape from pursuit of the guards without violence in a timely fashion and are hot on the kidnapper's trail.</p><p>Failure: The guards close in on the PCs and attempt to arrest them. PCs are escorted to jail for questioning and kidnappers get significant advantage at a later time or combat ensues as PCs fight their way free. This imposes other penalties with the law at a future time.</p></blockquote><p></p>
[QUOTE="kclark, post: 4273859, member: 60560"] Basically this will never happen. The players don't choose to take Easy checks. The skill challenge that the DM designs may have some skills set at Easy or allow use of a different skill to change a skill DC to Easy. Plus the DM has every right to say that the use of the skill carries real risk enough to warrant a d20 being rolled, or if the players whine he makes the DC an opposed roll rather than a set DC. These are options given in the DMG. Skill challenges are fairly freeform and basically outlined by the GM as something like this. Then the players decide how they want to tackle the challenge. The DMG suggests offering up a few of the skills that will help, especially if the players seem a little lost on how to accomplish the challenge. Other nonspecified skills may be applicable per the DM's approval and typically are only good for one success in the challenge. Escape town from guards looking to hold you for questioning. (4 successes before 2 failures) Stealth: Moderate difficulty. Example: Use this skill to sneak past guard stations. gain 1 success. Streetwise: Hard difficulty. Example: get information on likely guard watched points and ways to avoid them. This use does not earn a success, but sets the difficulty for Stealth to Easy for the next 2 checks. Successful use of Streetwise may only be done once. Diplomacy: Hard difficulty. Talk your way through a checkpoint. gain 1 success Endurance: Hard difficulty. Just outrun the guards and hope to loose them this way. gain 1 success Bluff: Moderate difficulty. Can set up a large distraction to ease your escape. Gain a success and a +2 on your next check. Success: Characters escape from pursuit of the guards without violence in a timely fashion and are hot on the kidnapper's trail. Failure: The guards close in on the PCs and attempt to arrest them. PCs are escorted to jail for questioning and kidnappers get significant advantage at a later time or combat ensues as PCs fight their way free. This imposes other penalties with the law at a future time. [/QUOTE]
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Are easy checks....easy? (4e spoliers)
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