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<blockquote data-quote="ZombieRoboNinja" data-source="post: 6039857" data-attributes="member: 54843"><p>So, I think the goal here would be to take the basic concepts of skill challenges but not necessarily the 4e mechanics.</p><p></p><p>Here are some considerations:</p><p></p><p>1. Failing forward: A failed check should not mean death any more than a failed attack roll means death in combat. This means that there should be explicit consequences for each failed attempt at something (or for a certain number of failures at least).</p><p></p><p>2. Not just skill checks: Players should be encouraged to creatively use all their abilities, equipment, allies, and resources, not just find a way to stretch their highest skills into the current situation. This means the DM needs to know what sort of bonuses and penalties to give players for coming up with clever approaches (or trying stupid approaches).</p><p></p><p>3. Everyone participates: In 5e especially, you can't just punish the players with fewer explicit skills or exploration abilities by making them a lodestone in every exploration encounter. However, a combat metaphor might be useful here: certain characters are more vulnerable in an exploration challenge and need to be protected (just like the wizard needs to be protected in combat). This means there should be explicit mechanisms for helping an ally avoid danger.</p><p></p><p>I think one thing 4e got right here was tracking successes vs. failures. In a stealth encounter, the plate-wearing dwarf should be focused more on avoiding failures, since he probably won't be good enough to get many successes. </p><p></p><p>Here are some possible guidelines:</p><p></p><p></p><p>Is this crunchy enough for Kamikaze Midget? I'm not sure. One key would be padding out #4 above. It'll be important that players are encouraged to be very specific in their approaches. I'm also not sure Advantage and Disadvantage is granular enough.</p></blockquote><p></p>
[QUOTE="ZombieRoboNinja, post: 6039857, member: 54843"] So, I think the goal here would be to take the basic concepts of skill challenges but not necessarily the 4e mechanics. Here are some considerations: 1. Failing forward: A failed check should not mean death any more than a failed attack roll means death in combat. This means that there should be explicit consequences for each failed attempt at something (or for a certain number of failures at least). 2. Not just skill checks: Players should be encouraged to creatively use all their abilities, equipment, allies, and resources, not just find a way to stretch their highest skills into the current situation. This means the DM needs to know what sort of bonuses and penalties to give players for coming up with clever approaches (or trying stupid approaches). 3. Everyone participates: In 5e especially, you can't just punish the players with fewer explicit skills or exploration abilities by making them a lodestone in every exploration encounter. However, a combat metaphor might be useful here: certain characters are more vulnerable in an exploration challenge and need to be protected (just like the wizard needs to be protected in combat). This means there should be explicit mechanisms for helping an ally avoid danger. I think one thing 4e got right here was tracking successes vs. failures. In a stealth encounter, the plate-wearing dwarf should be focused more on avoiding failures, since he probably won't be good enough to get many successes. Here are some possible guidelines: Is this crunchy enough for Kamikaze Midget? I'm not sure. One key would be padding out #4 above. It'll be important that players are encouraged to be very specific in their approaches. I'm also not sure Advantage and Disadvantage is granular enough. [/QUOTE]
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