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General Tabletop Discussion
*Dungeons & Dragons
Failure stakes for a travel Skill Challenge
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<blockquote data-quote="Tony Vargas" data-source="post: 7596086" data-attributes="member: 996"><p>You have encounter & daily recharges, and Milestone up-charges (Action Points, pre-E magic-item-daily-uses, magic item powers that unlock or improve at a milestone).</p><p></p><p>The handling of artifacts in 4e was surprisingly good, actually. </p><p></p><p>Also consider:</p><p></p><p>Death Saves: Honestly, I don't even remember, after running variations of these under Next, where 4e left it with regards to whether death saves accumulated between extended rests or (like 5e) not. But for the version that didn't re-set your failed death saves too easily, it was a pressure point. The PC who's failed two death saves already, even if healed to full, is in a different position than one that hasn't been dropped yet, even if he's down past bloodied...</p><p></p><p>...oh, yeah, Bloodied or not.</p><p></p><p>The Disease Track. One of the few things that spanned the long-rest re-set. It was readily adaptable to handle curses or the like. Could have been used to model lasting wounds. A lot of un-tapped potential.</p><p></p><p>And, of course, Skill Challenges. The accumulation of successes creates a resource/pressure-point, success could be assigned (or taken away) by any number of things, depending on how the challenge was structured. </p><p></p><p> Heck, parts of the journey in LotR were just the backdrop scrolling along through one of Gandalf's interminable expositions.</p><p></p><p>An SC doesn't have a fixed time between turns like a round in combat, so you could even have an over-arching skill challenge that tracks success on the whole-campaign scale, be it a literal or figurative journey.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7596086, member: 996"] You have encounter & daily recharges, and Milestone up-charges (Action Points, pre-E magic-item-daily-uses, magic item powers that unlock or improve at a milestone). The handling of artifacts in 4e was surprisingly good, actually. Also consider: Death Saves: Honestly, I don't even remember, after running variations of these under Next, where 4e left it with regards to whether death saves accumulated between extended rests or (like 5e) not. But for the version that didn't re-set your failed death saves too easily, it was a pressure point. The PC who's failed two death saves already, even if healed to full, is in a different position than one that hasn't been dropped yet, even if he's down past bloodied... ...oh, yeah, Bloodied or not. The Disease Track. One of the few things that spanned the long-rest re-set. It was readily adaptable to handle curses or the like. Could have been used to model lasting wounds. A lot of un-tapped potential. And, of course, Skill Challenges. The accumulation of successes creates a resource/pressure-point, success could be assigned (or taken away) by any number of things, depending on how the challenge was structured. Heck, parts of the journey in LotR were just the backdrop scrolling along through one of Gandalf's interminable expositions. An SC doesn't have a fixed time between turns like a round in combat, so you could even have an over-arching skill challenge that tracks success on the whole-campaign scale, be it a literal or figurative journey. [/QUOTE]
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