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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Dolmenwood Books
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<blockquote data-quote="cbwjm" data-source="post: 9838413" data-attributes="member: 6788732"><p>I'd say that, depending on how you're using time, you could essentially say that each attempt takes 1 turn. Eventually they'll roll their target number and then you can just mark off an amount of time which might be important if you're tracking things like torches (can the team afford the thief to have another go at the lock when their torches are dwindling?). You don't add your ability mod to the skill check, but I could see granting some bonus points to a thief that can adjust a few skills, makes having even a dexterity of 13 a bit more meaningful if they can start with a score of 4 instead of 6 in pick locks. I'd also highly recommend the optional skill customisation which lets the players focus more on a couple of core skills.</p><p></p><p>Otherwise, not calling for a roll if the outcome doesn't matter or they aren't pressed for time and just allowing them to open something like a locked chest I think would be fine, especially if it's a small chest that they've taken out of a dungeon and are working on cracking overnight.</p><p></p><p>I had a look at shadowdark for skill checks, they use ability checks and grant advantage on rolls that a class is skilled in (I think that's the general idea), I think that's a pretty good system. If you use the ability checks in dolmenwood, then that's a d6 roll + modifier against a target number of 4. You could leave it at that or you could say that the thief has normal chances and others have a -2 to the roll for any skill they don't have listed in their class which would help cement the thief as the skilled class.</p></blockquote><p></p>
[QUOTE="cbwjm, post: 9838413, member: 6788732"] I'd say that, depending on how you're using time, you could essentially say that each attempt takes 1 turn. Eventually they'll roll their target number and then you can just mark off an amount of time which might be important if you're tracking things like torches (can the team afford the thief to have another go at the lock when their torches are dwindling?). You don't add your ability mod to the skill check, but I could see granting some bonus points to a thief that can adjust a few skills, makes having even a dexterity of 13 a bit more meaningful if they can start with a score of 4 instead of 6 in pick locks. I'd also highly recommend the optional skill customisation which lets the players focus more on a couple of core skills. Otherwise, not calling for a roll if the outcome doesn't matter or they aren't pressed for time and just allowing them to open something like a locked chest I think would be fine, especially if it's a small chest that they've taken out of a dungeon and are working on cracking overnight. I had a look at shadowdark for skill checks, they use ability checks and grant advantage on rolls that a class is skilled in (I think that's the general idea), I think that's a pretty good system. If you use the ability checks in dolmenwood, then that's a d6 roll + modifier against a target number of 4. You could leave it at that or you could say that the thief has normal chances and others have a -2 to the roll for any skill they don't have listed in their class which would help cement the thief as the skilled class. [/QUOTE]
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