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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="doctorbadwolf" data-source="post: 8418713" data-attributes="member: 6704184"><p>I think you give each failure a consequence based on the skill being attempted, that follows from the already established fiction. </p><p></p><p>So a stealth or perception check is likely to lead to a fight if it fails, but a failed thievery check is more likely to lead to something like a pit trap splitting the party. </p><p></p><p>I would also say that there is no distinct failure state in this case, or doesn't need to be. 3 failures doesn't have to mean anything except what each failure means, because it's an evolving situation. <strong>However</strong>, it does make sense to have failure milestones past which certain things happen outside of the immediate space of the PCs, that complicate things for them as they progress. The BBEG finds out they're coming, the balrog is awakened by the sounds of battle, the trap architecture of the complex begins to fail from stress and parts of the dungeon are flooded, or become structurally unsound leading to bigger consequences to future failures, etc. </p><p></p><p>You can also have mercy milestones in place, or give the PCs milestone coins they can use to call in a positive complication that helps them in some way, from finding a hidden room with a pool of healing water where they can rest, to an ally having been captured by the enemies they just dispatched and has some useful information and can fight beside them with a little healing, etc. </p><p></p><p>Generally, you'll want these PC suggestions to be vague, and you might want to write out examples on cards to form a small deck, and they can't use the same card again until the whole deck has been used.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 8418713, member: 6704184"] I think you give each failure a consequence based on the skill being attempted, that follows from the already established fiction. So a stealth or perception check is likely to lead to a fight if it fails, but a failed thievery check is more likely to lead to something like a pit trap splitting the party. I would also say that there is no distinct failure state in this case, or doesn't need to be. 3 failures doesn't have to mean anything except what each failure means, because it's an evolving situation. [B]However[/B], it does make sense to have failure milestones past which certain things happen outside of the immediate space of the PCs, that complicate things for them as they progress. The BBEG finds out they're coming, the balrog is awakened by the sounds of battle, the trap architecture of the complex begins to fail from stress and parts of the dungeon are flooded, or become structurally unsound leading to bigger consequences to future failures, etc. You can also have mercy milestones in place, or give the PCs milestone coins they can use to call in a positive complication that helps them in some way, from finding a hidden room with a pool of healing water where they can rest, to an ally having been captured by the enemies they just dispatched and has some useful information and can fight beside them with a little healing, etc. Generally, you'll want these PC suggestions to be vague, and you might want to write out examples on cards to form a small deck, and they can't use the same card again until the whole deck has been used. [/QUOTE]
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