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<blockquote data-quote="Li Shenron" data-source="post: 6040091" data-attributes="member: 1465"><p>These are interesting ideas.</p><p></p><p>I think it would be even better if those multiple rolls should be done sequentially, and there is benefit/penalty applied to each step.</p><p></p><p>In some cases it should be fairly easy, like climbing a tower may be broken down in 3 checks, each of which corresponds to a different portion of the tower. </p><p></p><p>But I really think that these are TOO complicated to been laid out in details in the DMG. Your examples, while very good, to me also show that it would take a lot of space in the book to write them all and still they will cover a tiny fraction of the cases (a little bit like if the DMG wanted to present rules for dozens of possible combat sequences). </p><p></p><p>But a bunch of examples of these will be essential!</p><p></p><p>Then it should be up to the DM. Perhaps in my case the tower-climbing belongs to an infiltration scenario therefore failures should include alerting the guards, not be limited to falling down, while in someone else's case it belongs to a battle scenario and include being shot with arrows.</p><p></p><p>Finally, one thing we should really keep in mind is that not all skill challenges are done by the whole group. There is nothing wrong with a sneak scene where only the Rogue gets past the guard to steal the keys or open the gate, while the others wait or find someone else to do. But in this case I strongly recommend the DM not to put all the costs of failure on that one PC's shoulders... or at least take precautions!! If the Rogue has to walk a narrow ledge over a pit of lava to reach the handle that lowers the bridge for everybody, failure should not mean immediate death (otherwise why should the Rogue sacrifice himself?) but perhaps a failed Balance check should then trigger a second check to regain it and another failure triggers a Dex check to grab hold, before finally falling down, and in the meantime the rest of the PC could get a check too to help somehow.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 6040091, member: 1465"] These are interesting ideas. I think it would be even better if those multiple rolls should be done sequentially, and there is benefit/penalty applied to each step. In some cases it should be fairly easy, like climbing a tower may be broken down in 3 checks, each of which corresponds to a different portion of the tower. But I really think that these are TOO complicated to been laid out in details in the DMG. Your examples, while very good, to me also show that it would take a lot of space in the book to write them all and still they will cover a tiny fraction of the cases (a little bit like if the DMG wanted to present rules for dozens of possible combat sequences). But a bunch of examples of these will be essential! Then it should be up to the DM. Perhaps in my case the tower-climbing belongs to an infiltration scenario therefore failures should include alerting the guards, not be limited to falling down, while in someone else's case it belongs to a battle scenario and include being shot with arrows. Finally, one thing we should really keep in mind is that not all skill challenges are done by the whole group. There is nothing wrong with a sneak scene where only the Rogue gets past the guard to steal the keys or open the gate, while the others wait or find someone else to do. But in this case I strongly recommend the DM not to put all the costs of failure on that one PC's shoulders... or at least take precautions!! If the Rogue has to walk a narrow ledge over a pit of lava to reach the handle that lowers the bridge for everybody, failure should not mean immediate death (otherwise why should the Rogue sacrifice himself?) but perhaps a failed Balance check should then trigger a second check to regain it and another failure triggers a Dex check to grab hold, before finally falling down, and in the meantime the rest of the PC could get a check too to help somehow. [/QUOTE]
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