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General Tabletop Discussion
D&D Older Editions
D&D 4e Dungeon Crawl as a skill Challenge
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<blockquote data-quote="iserith" data-source="post: 8418669" data-attributes="member: 97077"><p>First, use the skill challenges rules in the Rules Compendium and no others. In fact, forget the others even exist.</p><p></p><p>Second, make a list of dungeon crawl tropes equal to the number of successes required plus 2. These are the challenges you present to the players for their characters to overcome in initiative order. (That's mostly a spotlight control thing, but the rules work better when the PCs are in initiative.) Make sure your Primary and Secondary Skills list is on point. The DCs for those checks are right in the book.</p><p></p><p>If the skill challenge is Complexity 3 or higher, you must use Advantages. Pick from the available list and layer on some kind of dungeon crawl trope and assign a price for it. For example, if the Advantage is "a success against a hard DC removes a failure that has already been accumulated in the challenge, instead of counting as a success," then that can be called "Coin-Operated Secret Door." Because it's being done in the face of some complication you're already presenting (which is still unresolved since this does not count as a success), charge some gold or something for the benefit. Basic idea is that if you want an Advantage, you gotta pay. (And they will, particularly in higher Complexity challenges because the math is very much against the PCs succeeding.)</p><p></p><p>You could do each failure means a fight, but frankly, that's going to depend on your group. My group would <em>want </em>the fight because D&D 4e combat is fun and monsters are worth XP and they might have treasure on them. If that's the same for your group, you'll want to come up with something else in terms of cost. The overall context in which you are placing this skill challenge should inform your decision.</p></blockquote><p></p>
[QUOTE="iserith, post: 8418669, member: 97077"] First, use the skill challenges rules in the Rules Compendium and no others. In fact, forget the others even exist. Second, make a list of dungeon crawl tropes equal to the number of successes required plus 2. These are the challenges you present to the players for their characters to overcome in initiative order. (That's mostly a spotlight control thing, but the rules work better when the PCs are in initiative.) Make sure your Primary and Secondary Skills list is on point. The DCs for those checks are right in the book. If the skill challenge is Complexity 3 or higher, you must use Advantages. Pick from the available list and layer on some kind of dungeon crawl trope and assign a price for it. For example, if the Advantage is "a success against a hard DC removes a failure that has already been accumulated in the challenge, instead of counting as a success," then that can be called "Coin-Operated Secret Door." Because it's being done in the face of some complication you're already presenting (which is still unresolved since this does not count as a success), charge some gold or something for the benefit. Basic idea is that if you want an Advantage, you gotta pay. (And they will, particularly in higher Complexity challenges because the math is very much against the PCs succeeding.) You could do each failure means a fight, but frankly, that's going to depend on your group. My group would [I]want [/I]the fight because D&D 4e combat is fun and monsters are worth XP and they might have treasure on them. If that's the same for your group, you'll want to come up with something else in terms of cost. The overall context in which you are placing this skill challenge should inform your decision. [/QUOTE]
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