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General Tabletop Discussion
*TTRPGs General
Good rewards and penalties for winning or losing a skill challenge
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<blockquote data-quote="wedgeski" data-source="post: 5129050" data-attributes="member: 16212"><p>Exactly the kind of approach I have taken. I find the meaner I am, the more that Skill Challenges start to matter, and the more seriously the players take them.</p><p></p><p>Failed your Wilderness survival SC in an arctic tundra? You're Vulnerable 5 to the Cold keyword until you find a warm bed. That is a good and meaningful consequence to a Challenge that doesn't have a defined goal other than "get successfully from A to B" where A and B can be geography, character knowledge, reputation, or whatever.</p><p></p><p>Challenges which have a clearly defined goal such as "stop the villain escaping the mine in his runaway mine cart" should be less severe; the consequence for failure is (presumably) obvious and every minor failure along the way build tension towards that binary victory or defeat (and hey, tax 'em a few Healing Surges or whatever along the way).</p><p></p><p>We're still in the Heroic Tier so consequences like this actually mean something. I'm twirling my moustache thinking about consequences for the Paragon Tier. <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>I still don't use enough Skill Challenges, because even after 18 months I'm still not comfortable with them. I think the framework was well-intentioned, but weakly implemented, and the early examples were comically bad.</p><p></p><p>However, over the months, hints and advice I've seen written up here, and of course the copious articles from one Mr. Mearls, have started to build a version of the mechanic that I think will serve me *very* well in years to come. I wish they'd thought of the idea a year earlier, so that the version as written was as mature as it is now.</p></blockquote><p></p>
[QUOTE="wedgeski, post: 5129050, member: 16212"] Exactly the kind of approach I have taken. I find the meaner I am, the more that Skill Challenges start to matter, and the more seriously the players take them. Failed your Wilderness survival SC in an arctic tundra? You're Vulnerable 5 to the Cold keyword until you find a warm bed. That is a good and meaningful consequence to a Challenge that doesn't have a defined goal other than "get successfully from A to B" where A and B can be geography, character knowledge, reputation, or whatever. Challenges which have a clearly defined goal such as "stop the villain escaping the mine in his runaway mine cart" should be less severe; the consequence for failure is (presumably) obvious and every minor failure along the way build tension towards that binary victory or defeat (and hey, tax 'em a few Healing Surges or whatever along the way). We're still in the Heroic Tier so consequences like this actually mean something. I'm twirling my moustache thinking about consequences for the Paragon Tier. :) I still don't use enough Skill Challenges, because even after 18 months I'm still not comfortable with them. I think the framework was well-intentioned, but weakly implemented, and the early examples were comically bad. However, over the months, hints and advice I've seen written up here, and of course the copious articles from one Mr. Mearls, have started to build a version of the mechanic that I think will serve me *very* well in years to come. I wish they'd thought of the idea a year earlier, so that the version as written was as mature as it is now. [/QUOTE]
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