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
*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
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Does 4e limit the scope of campaigns?
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="ProfessorPain" data-source="post: 4671701" data-attributes="member: 82012"><p>I addressed this in earlier posts. The adventure should never hinge on a single skill check roll. If one bad roll means everything falls apart, then the GM is either going to have to fudge, or stop the adenture mid way through. You need to have creative consequences for failure. If you have a ravine and the party knows the guy with no ranks, isn't a good jumper, they should seek an alternate path (and there should probably be one). If they want to risk it, they can do so. Say the characters who took the skill make their Jump Skill Check. But the last guy, who has no ranks, fails. If you are a tough GM, you have him fall to his death (which doesn't mean the party has failed, just been gimped a little). In my campaigns, I would make the failure mean further challenges before the party can move on. Maybe the guy falls down into a river and is forced to find his way back to the party. And so the group is split for some of the adventure (trust me, splitting the party up can be lots of fun-- you just want to throw encounters at the lone party member that he can handle alone). Or perhaps the party doesn't want to go on without him, so they organize an expedition into the ravine to save their pal. These are the kinds of suspensful and exciting scenes we see in movies all the time, and they are normally a product of a character failing his "skill roll". Even though failing the roll, hasn't caused the party to fail at the adventure, it has raised the stakes and is therefore relevant. If failing a skill check means that the adventure comes to a halt, and there is not other path around, then you are always going to rig it so the players pass. In that case, the skills themselves are not even relevant. What you need to do, is make failure a possibility, but know how to keep things going and keep things interesting when the failures occur. Besides you don't want to rail road the party or have adventure bottlenecks. The whole point is to create excitement, suspsense and fun.</p></blockquote><p></p>
[QUOTE="ProfessorPain, post: 4671701, member: 82012"] I addressed this in earlier posts. The adventure should never hinge on a single skill check roll. If one bad roll means everything falls apart, then the GM is either going to have to fudge, or stop the adenture mid way through. You need to have creative consequences for failure. If you have a ravine and the party knows the guy with no ranks, isn't a good jumper, they should seek an alternate path (and there should probably be one). If they want to risk it, they can do so. Say the characters who took the skill make their Jump Skill Check. But the last guy, who has no ranks, fails. If you are a tough GM, you have him fall to his death (which doesn't mean the party has failed, just been gimped a little). In my campaigns, I would make the failure mean further challenges before the party can move on. Maybe the guy falls down into a river and is forced to find his way back to the party. And so the group is split for some of the adventure (trust me, splitting the party up can be lots of fun-- you just want to throw encounters at the lone party member that he can handle alone). Or perhaps the party doesn't want to go on without him, so they organize an expedition into the ravine to save their pal. These are the kinds of suspensful and exciting scenes we see in movies all the time, and they are normally a product of a character failing his "skill roll". Even though failing the roll, hasn't caused the party to fail at the adventure, it has raised the stakes and is therefore relevant. If failing a skill check means that the adventure comes to a halt, and there is not other path around, then you are always going to rig it so the players pass. In that case, the skills themselves are not even relevant. What you need to do, is make failure a possibility, but know how to keep things going and keep things interesting when the failures occur. Besides you don't want to rail road the party or have adventure bottlenecks. The whole point is to create excitement, suspsense and fun. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Does 4e limit the scope of campaigns?
Top