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Count On The Troubleshooters For Heists and Hijinx
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<blockquote data-quote="Staffan" data-source="post: 8439981" data-attributes="member: 907"><p>Building on this, challenges in Troubleshooters are a bit different from 4e. In 4e, skill challenges were fairly binary: the party as a whole had to accumulate X successes before Y failures. Usually, they were aimed at an immediate goal, but somewhat open-ended in what skills you use to get there.</p><p></p><p>Most challenges in Troubleshooters take a step back and handle more sweeping sequences. One can think of them as a montage. When creating a challenge, the GM (with player input) determines three to five skills that make up the different steps of the challenge. The players are then supposed to split those between themselves as evenly as possible (though this can differ somewhat, some challenges are meant to be handled yourself). If all skill checks succeed, you have reached a Great result, beyond expectations. On one failure, you have a Good result – you did what you set out to do, no more and no less. If no checks succeeded at all, that's an Abysmal result, which is a complete failure. In between that, depending on the number of skill checks, you have a Limited outcome (success at a cost) and a Bad outcome (failure but with some consolation).</p><p></p><p>For example, one of the adventures has a challenge for sneaking into a warehouse where some bad guys have an NPC captive. To get in, the PCs need a challenge of four skills:</p><p>Alertness for awareness of the guards.</p><p>Sneak to not be noticed by the guards.</p><p>Security to figure out patrol routes and such.</p><p>Prestidigitation to pick the lock.</p><p></p><p>A great result puts you in a particularly advantageous situation. A good result gets you in, but you're noticed early on so the action starts right away. On a limited result the PCs almost get in but there's a guard there: do you fight him and make a lot of noise, or do you sneak away? A bad results means the PCs are discovered and the bad guys get away, and an abysmal result means the PCs are captured.</p></blockquote><p></p>
[QUOTE="Staffan, post: 8439981, member: 907"] Building on this, challenges in Troubleshooters are a bit different from 4e. In 4e, skill challenges were fairly binary: the party as a whole had to accumulate X successes before Y failures. Usually, they were aimed at an immediate goal, but somewhat open-ended in what skills you use to get there. Most challenges in Troubleshooters take a step back and handle more sweeping sequences. One can think of them as a montage. When creating a challenge, the GM (with player input) determines three to five skills that make up the different steps of the challenge. The players are then supposed to split those between themselves as evenly as possible (though this can differ somewhat, some challenges are meant to be handled yourself). If all skill checks succeed, you have reached a Great result, beyond expectations. On one failure, you have a Good result – you did what you set out to do, no more and no less. If no checks succeeded at all, that's an Abysmal result, which is a complete failure. In between that, depending on the number of skill checks, you have a Limited outcome (success at a cost) and a Bad outcome (failure but with some consolation). For example, one of the adventures has a challenge for sneaking into a warehouse where some bad guys have an NPC captive. To get in, the PCs need a challenge of four skills: Alertness for awareness of the guards. Sneak to not be noticed by the guards. Security to figure out patrol routes and such. Prestidigitation to pick the lock. A great result puts you in a particularly advantageous situation. A good result gets you in, but you're noticed early on so the action starts right away. On a limited result the PCs almost get in but there's a guard there: do you fight him and make a lot of noise, or do you sneak away? A bad results means the PCs are discovered and the bad guys get away, and an abysmal result means the PCs are captured. [/QUOTE]
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