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<blockquote data-quote="Quickleaf" data-source="post: 6070091" data-attributes="member: 20323"><p>[MENTION=6696971]Manbearcat[/MENTION] Totally awesome! You've gotten me thinking about differentiating micro-regions of the dungeon in the context of the exploration skill challenge, and I think that'll make all the difference. Thanks <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> And your SO2 hazard is very nicely done - may I borrow it?</p><p></p><p> [MENTION=42582]pemerton[/MENTION] Yes, that's a great observation. There needs to be something abstract/undefined for a skill challenge to work best. I guess in this dungeon exploration skill challenge I haven't gotten clear about what the undefined framing element is...</p><p></p><p>Just spitballing here, but it looks like there are 3 "flags" I should look for when determining when to include exploration skill challenge checks...</p><p></p><p>1. When there's a looming pressure in the micro-region</p><p>2. When there's a hazardous/challenging area transition</p><p>3. When the PCs stay in one place for a period of time</p><p></p><p>That framework is really helpful, thanks guys <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>EDIT: With that in mind I think this skill challenge will work best without any final victory condition. Each new area to explore, old area to spend more time in, or challenging area transition to cross requires a check. The PCs keep making checks until they've either explored all of Dragon Mountain or leave. Each success means they efficiently explore in relative safety (well...for Dragon Mountain). Each failure costs a couple hours and leads to a roll on the Calamity Table, but there is no final defeat condition, just a question of how much punishment the PCs are willing to endure.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 6070091, member: 20323"] [MENTION=6696971]Manbearcat[/MENTION] Totally awesome! You've gotten me thinking about differentiating micro-regions of the dungeon in the context of the exploration skill challenge, and I think that'll make all the difference. Thanks :) And your SO2 hazard is very nicely done - may I borrow it? [MENTION=42582]pemerton[/MENTION] Yes, that's a great observation. There needs to be something abstract/undefined for a skill challenge to work best. I guess in this dungeon exploration skill challenge I haven't gotten clear about what the undefined framing element is... Just spitballing here, but it looks like there are 3 "flags" I should look for when determining when to include exploration skill challenge checks... 1. When there's a looming pressure in the micro-region 2. When there's a hazardous/challenging area transition 3. When the PCs stay in one place for a period of time That framework is really helpful, thanks guys :) EDIT: With that in mind I think this skill challenge will work best without any final victory condition. Each new area to explore, old area to spend more time in, or challenging area transition to cross requires a check. The PCs keep making checks until they've either explored all of Dragon Mountain or leave. Each success means they efficiently explore in relative safety (well...for Dragon Mountain). Each failure costs a couple hours and leads to a roll on the Calamity Table, but there is no final defeat condition, just a question of how much punishment the PCs are willing to endure. [/QUOTE]
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