Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Help Me Make My Skill Challenge Fun
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Tequila Sunrise" data-source="post: 6670099" data-attributes="member: 40398"><p>Well I had fun, and the two present players said they did too. We played through it a bit faster than I thought we would, mostly because the party navigator passed every single Dungeoneering check. (Despite not being trained!)</p><p></p><p>In structuring the overall SC, I set up four 'exploration roles' that the characters could volunteer for as they chose. (Navigator, scout, finder, lookout.) None of the characters were trained in the top-priority skills -- except for the ranger, who has a crazy Thievery bonus -- but the players got creative and a little lucky, and they made it through.</p><p></p><p>As for the mini-encounters, I ended up using a combination of randomized one-skill-check encounters and choice-driven set-piece encounters. Thanks to the former, the warlord's leg got mangled by a bear-trap, but the party also got a little richer. Thanks to the latter, the party encountered two complex traps, a failed necromantic experiment who begged for death, and found the BBEG's journal. They also heard a goblin singing a dirge, but opted to bypass that encounter.</p><p></p><p>From the player's side, [MENTION=6790260]EzekielRaiden[/MENTION] suggests giving players some choice in which set-pieces to encounter in which order, using some sort of fail-forward design. (I lined up my set-pieces in order, and the only question was "How many Dungeoneering checks does the party navigator need to roll before the next success, and thus the next set-piece?")</p><p></p><p>From my side, the exploration skill rolls were a bit awkward. The way I set up each exploration round was: Players roll exploration rolls, which effect possible random stuff, and then I roll to see if random stuff happens. So often, the exploration rolls didn't matter because nothing random happened. For example, the scout passed at least a couple of checks to forewarn the party of random combat encounters...but I didn't roll a single combat all session! So next time I'm either going to build the random-stuff rolls into the exploration rolls, or roll for random stuff before having players roll their exploration rolls. At least that way there's less for me to keep track of, and no purpose-less rolls.</p><p></p><p>All in all, it was still great fun and a good experience!</p></blockquote><p></p>
[QUOTE="Tequila Sunrise, post: 6670099, member: 40398"] Well I had fun, and the two present players said they did too. We played through it a bit faster than I thought we would, mostly because the party navigator passed every single Dungeoneering check. (Despite not being trained!) In structuring the overall SC, I set up four 'exploration roles' that the characters could volunteer for as they chose. (Navigator, scout, finder, lookout.) None of the characters were trained in the top-priority skills -- except for the ranger, who has a crazy Thievery bonus -- but the players got creative and a little lucky, and they made it through. As for the mini-encounters, I ended up using a combination of randomized one-skill-check encounters and choice-driven set-piece encounters. Thanks to the former, the warlord's leg got mangled by a bear-trap, but the party also got a little richer. Thanks to the latter, the party encountered two complex traps, a failed necromantic experiment who begged for death, and found the BBEG's journal. They also heard a goblin singing a dirge, but opted to bypass that encounter. From the player's side, [MENTION=6790260]EzekielRaiden[/MENTION] suggests giving players some choice in which set-pieces to encounter in which order, using some sort of fail-forward design. (I lined up my set-pieces in order, and the only question was "How many Dungeoneering checks does the party navigator need to roll before the next success, and thus the next set-piece?") From my side, the exploration skill rolls were a bit awkward. The way I set up each exploration round was: Players roll exploration rolls, which effect possible random stuff, and then I roll to see if random stuff happens. So often, the exploration rolls didn't matter because nothing random happened. For example, the scout passed at least a couple of checks to forewarn the party of random combat encounters...but I didn't roll a single combat all session! So next time I'm either going to build the random-stuff rolls into the exploration rolls, or roll for random stuff before having players roll their exploration rolls. At least that way there's less for me to keep track of, and no purpose-less rolls. All in all, it was still great fun and a good experience! [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Help Me Make My Skill Challenge Fun
Top