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<blockquote data-quote="aco175" data-source="post: 8461683" data-attributes="member: 27385"><p>The more times you have the players roll, the greater the chance of failing, but challenges tend to have a couple fails built in to build tension. The question is how to make it cool and fun for the players and what is the reward for the effort. </p><p></p><p>Maybe they are given one to deliver and told not to open it. This now becomes irresistible to some who must know the what is in it. It might be better when there are other clues to lead them to an answer and they need to carry it around for a couple quests while searching for leads on the name of the ship the Duke served on when in the military. Breaking into the graveyard to find out the Duke's dogs name on the collar buried in the family crypt. If the players know up front that it is extremely difficult to open, they may go along, but also just break and cast <em>mend</em>. See the speak with dead murder mystery thread and other real world vs. game play threads.</p></blockquote><p></p>
[QUOTE="aco175, post: 8461683, member: 27385"] The more times you have the players roll, the greater the chance of failing, but challenges tend to have a couple fails built in to build tension. The question is how to make it cool and fun for the players and what is the reward for the effort. Maybe they are given one to deliver and told not to open it. This now becomes irresistible to some who must know the what is in it. It might be better when there are other clues to lead them to an answer and they need to carry it around for a couple quests while searching for leads on the name of the ship the Duke served on when in the military. Breaking into the graveyard to find out the Duke's dogs name on the collar buried in the family crypt. If the players know up front that it is extremely difficult to open, they may go along, but also just break and cast [I]mend[/I]. See the speak with dead murder mystery thread and other real world vs. game play threads. [/QUOTE]
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