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Help: Roleplaying in Skill Challenges
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<blockquote data-quote="ValhallaGH" data-source="post: 5062444" data-attributes="member: 41187"><p>If a given action would automatically result in total success (or failure) then it shouldn't be resolved with one die roll.</p><p></p><p>Example: I pick-pocket a key to help break into the fortress. <em>Failure:</em> Unless you, the DM, want to end the Skill Challenge immediately, this is not a "got caught" situation; this is a "no good opportunity" situation, or a "the jerk guard didn't have the key on him" situation. Think of unsuccessful results that don't automatically alter the nature of the encounter.</p><p></p><p>Example: The party tries to break into the fortress, and decide to steal a key from one of the guard patrols in town to help them. This is a separate challenge (steal the key) that is a subset of a larger challenge (enter the fortress); success on the sub-challenge should count as several successes towards the larger challenge.</p><p>So, now they are on the Steal the Key challenge, where they must locate a guard, sneak up on the guard, steal the key, and escape the guard. One of the players decides to give the guard a glass of wine, laced with a knock-out drug; the player makes a Deception check and an attack against the guard's Fortitude, each a separate success that counts towards "sneak up" and "escape" respectively. Now they have to be lucky enough to have gotten a guard that has a key, and that it is where they can find it (good luck with the Perception or Thievery checks).</p><p>Once they complete the Steal the Key challenge, note the success or failure of the challenge. Success contributes 3 successes to the Enter the Keep challenge. Failure removes 5 time units from the Enter the Keep challenge, with no successes added.</p><p></p><p></p><p>Did that help?</p></blockquote><p></p>
[QUOTE="ValhallaGH, post: 5062444, member: 41187"] If a given action would automatically result in total success (or failure) then it shouldn't be resolved with one die roll. Example: I pick-pocket a key to help break into the fortress. [I]Failure:[/I] Unless you, the DM, want to end the Skill Challenge immediately, this is not a "got caught" situation; this is a "no good opportunity" situation, or a "the jerk guard didn't have the key on him" situation. Think of unsuccessful results that don't automatically alter the nature of the encounter. Example: The party tries to break into the fortress, and decide to steal a key from one of the guard patrols in town to help them. This is a separate challenge (steal the key) that is a subset of a larger challenge (enter the fortress); success on the sub-challenge should count as several successes towards the larger challenge. So, now they are on the Steal the Key challenge, where they must locate a guard, sneak up on the guard, steal the key, and escape the guard. One of the players decides to give the guard a glass of wine, laced with a knock-out drug; the player makes a Deception check and an attack against the guard's Fortitude, each a separate success that counts towards "sneak up" and "escape" respectively. Now they have to be lucky enough to have gotten a guard that has a key, and that it is where they can find it (good luck with the Perception or Thievery checks). Once they complete the Steal the Key challenge, note the success or failure of the challenge. Success contributes 3 successes to the Enter the Keep challenge. Failure removes 5 time units from the Enter the Keep challenge, with no successes added. Did that help? [/QUOTE]
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