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Doh! Killed my party with a skill challenge
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<blockquote data-quote="Ralif Redhammer" data-source="post: 7507680" data-attributes="member: 30438"><p>I like Skill Challenges quite a bit. I experimented with porting 4e’s directly, but ultimately decided to do them as chained 5e group checks. For example:</p><p></p><p>The party has to run through a trapped room. I might start with a perception/investigation/arcana check to spot the magic runes. </p><p></p><p>Success/Failure on that would in turn lead to an athletics/acrobatics check to not get sucked into the portals that open up.</p><p></p><p>That in turn chains to a history/investigation check to determine where the heck they are, now that they’ve been transported somewhere?</p><p></p><p>I did a recent “exploding dungeon” where the PCs had to race to get out of a sinking airship. I did just two group checks there. One to run out of the ship and another to jump for the nearby docks. The problem I found with requiring too many skill check rolls in a row is that it starts to lose tension after a certain point. But for any tension to exist in the first place, they need to know the stakes, the fail condition – whether it’s 5e’s or 4e’s system at work.</p></blockquote><p></p>
[QUOTE="Ralif Redhammer, post: 7507680, member: 30438"] I like Skill Challenges quite a bit. I experimented with porting 4e’s directly, but ultimately decided to do them as chained 5e group checks. For example: The party has to run through a trapped room. I might start with a perception/investigation/arcana check to spot the magic runes. Success/Failure on that would in turn lead to an athletics/acrobatics check to not get sucked into the portals that open up. That in turn chains to a history/investigation check to determine where the heck they are, now that they’ve been transported somewhere? I did a recent “exploding dungeon” where the PCs had to race to get out of a sinking airship. I did just two group checks there. One to run out of the ship and another to jump for the nearby docks. The problem I found with requiring too many skill check rolls in a row is that it starts to lose tension after a certain point. But for any tension to exist in the first place, they need to know the stakes, the fail condition – whether it’s 5e’s or 4e’s system at work. [/QUOTE]
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