Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
NOW LIVE! Today's the day you meet your new best friend. You don’t have to leave Wolfy behind... In 'Pets & Sidekicks' your companions level up with you!
Community
General Tabletop Discussion
*Dungeons & Dragons
Behind the design of 5th edition Dungeons and Dragons: Well my impression as least.
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="the Jester" data-source="post: 6467801" data-attributes="member: 1210"><p>No, the main thing that defines a skill challenge is that it's a noncombat challenge worth xp. The structure of the challenge itself can vary tremendously, and over the life of 4e the published examples did vary tremendously.</p><p></p><p></p><p></p><p>No, the structure doesn't matter so much, outside of the basic "How many successes do you need?" part, which determines the xp.</p><p></p><p>Let's take a couple of examples.</p><p></p><p>There's an example that was posted online and later made it into the DMG2 about sneaking around a slaver city, with the number of failures determining how alert the enemies are to the pcs' presence in the city. This isn't a "you fail at 3 failures" SC; it's more "the better you do the easier the rest of your mission will be." This is a vastly different beast than the "x before y" approach. </p><p></p><p>Another way a skill challenge could work would be not to determine success or failure, but <em>how long does it take to succeed?</em> I ran a great SC in my 4e game where the pcs were looking for a half-sunken yuan-ti ziggurat in a swamp. They couldn't fail out of it, but until they got enough successes, they couldn't find the ziggurat in question. (Failures resulted in complications, and to be fair, the yuan-ti Indiana Jones and his pals were excavating the lowest levels in hopes of performing a nasty ritual, so if they hadn't eventually found it, there would have been consequences. But there was no 'failing' the challenge per se.)</p><p></p><p>Then there's the traditional "x before y" SC. Perhaps the pcs, trapped in the Underdark, seek to build a raft out of fungus to navigate an undersea river. Failing might mean that the pcs fail to build it at all or that the raft falls apart as they are on it. </p><p></p><p>There were SCs that allowed group checks- the slaver city one, or the trek across the Shadowfell desert in P1- instead of individual ones. There were SCs that allowed you to remove failures instead of just building successes. I never ran a SC as "only these skills apply"- I always took the listed skills as "these are some approaches the group might take". If you were in a SC that used Diplomacy, Intimidation, Religion and Insight, but you came up with a good way to apply your Streetwise, awesome! Just before 4e released, there was a brief adventure that included an urban chase scene that was laid out, basically, as "let the pcs try whatever they want and adjudicate it." The defining trait of a skill challenge isn't "these skills apply" or "x before y", it's "This challenge is noncombat, but still has consequences for failure, and is worth xp for navigating through it without fighting."</p></blockquote><p></p>
[QUOTE="the Jester, post: 6467801, member: 1210"] No, the main thing that defines a skill challenge is that it's a noncombat challenge worth xp. The structure of the challenge itself can vary tremendously, and over the life of 4e the published examples did vary tremendously. No, the structure doesn't matter so much, outside of the basic "How many successes do you need?" part, which determines the xp. Let's take a couple of examples. There's an example that was posted online and later made it into the DMG2 about sneaking around a slaver city, with the number of failures determining how alert the enemies are to the pcs' presence in the city. This isn't a "you fail at 3 failures" SC; it's more "the better you do the easier the rest of your mission will be." This is a vastly different beast than the "x before y" approach. Another way a skill challenge could work would be not to determine success or failure, but [i]how long does it take to succeed?[/i] I ran a great SC in my 4e game where the pcs were looking for a half-sunken yuan-ti ziggurat in a swamp. They couldn't fail out of it, but until they got enough successes, they couldn't find the ziggurat in question. (Failures resulted in complications, and to be fair, the yuan-ti Indiana Jones and his pals were excavating the lowest levels in hopes of performing a nasty ritual, so if they hadn't eventually found it, there would have been consequences. But there was no 'failing' the challenge per se.) Then there's the traditional "x before y" SC. Perhaps the pcs, trapped in the Underdark, seek to build a raft out of fungus to navigate an undersea river. Failing might mean that the pcs fail to build it at all or that the raft falls apart as they are on it. There were SCs that allowed group checks- the slaver city one, or the trek across the Shadowfell desert in P1- instead of individual ones. There were SCs that allowed you to remove failures instead of just building successes. I never ran a SC as "only these skills apply"- I always took the listed skills as "these are some approaches the group might take". If you were in a SC that used Diplomacy, Intimidation, Religion and Insight, but you came up with a good way to apply your Streetwise, awesome! Just before 4e released, there was a brief adventure that included an urban chase scene that was laid out, basically, as "let the pcs try whatever they want and adjudicate it." The defining trait of a skill challenge isn't "these skills apply" or "x before y", it's "This challenge is noncombat, but still has consequences for failure, and is worth xp for navigating through it without fighting." [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Behind the design of 5th edition Dungeons and Dragons: Well my impression as least.
Top