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Group skill checks
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<blockquote data-quote="Alphastream" data-source="post: 5664565" data-attributes="member: 11365"><p>I recommend experimenting with different skills, DCs, and situations. First and foremost I prefer to have a skill challenge be all about story and player choice. So, before we get to stealth checks I would want there to be a compelling premise (explaining why PCs don't want to be observed doing something) and a good mood/tone (a feeling of anxiety that they might get caught). The rolling would hopefully be preceded by good RP (a PC might apply black face paint or describe how they stick to the shadows), which could provide situational modifiers or just be fun RP. Once the rolls are made I like to let the players RP the result or help them do so. A failure inside a house might represent how a PC knocks over a vase... but if enough PCs succeed then another stealthier PC catches it before it crashes to the ground. For that reason I like to see how the rolls come out and then RP an interaction and weave a story of what took place (in response to what they described before or after the roll). </p><p></p><p>In terms of DCs, it depends on the party whether something is easy or not. In any skill challenge I like to think about whether this truly needs to be challenging. Just as with a combat encounter, it is fine to have some easy ones. If you really want a challenge then you need to develop what will happen if there is failure. Ideally this is a significant story impact and not just "lose a surge, carry on". Failure when there are high stakes should feel that way. In a cross-country trek, failure might use up more rations/survival days than they should have, leaving them short for the rest of the trip. In an attempt to escape an evil city it might leave them wounded and place more guards on the escape route. These should be tangible results ("as you near the gate you see a squad of guards arrive. It is likely your foe has determined your escape route!")</p></blockquote><p></p>
[QUOTE="Alphastream, post: 5664565, member: 11365"] I recommend experimenting with different skills, DCs, and situations. First and foremost I prefer to have a skill challenge be all about story and player choice. So, before we get to stealth checks I would want there to be a compelling premise (explaining why PCs don't want to be observed doing something) and a good mood/tone (a feeling of anxiety that they might get caught). The rolling would hopefully be preceded by good RP (a PC might apply black face paint or describe how they stick to the shadows), which could provide situational modifiers or just be fun RP. Once the rolls are made I like to let the players RP the result or help them do so. A failure inside a house might represent how a PC knocks over a vase... but if enough PCs succeed then another stealthier PC catches it before it crashes to the ground. For that reason I like to see how the rolls come out and then RP an interaction and weave a story of what took place (in response to what they described before or after the roll). In terms of DCs, it depends on the party whether something is easy or not. In any skill challenge I like to think about whether this truly needs to be challenging. Just as with a combat encounter, it is fine to have some easy ones. If you really want a challenge then you need to develop what will happen if there is failure. Ideally this is a significant story impact and not just "lose a surge, carry on". Failure when there are high stakes should feel that way. In a cross-country trek, failure might use up more rations/survival days than they should have, leaving them short for the rest of the trip. In an attempt to escape an evil city it might leave them wounded and place more guards on the escape route. These should be tangible results ("as you near the gate you see a squad of guards arrive. It is likely your foe has determined your escape route!") [/QUOTE]
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