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Community
General Tabletop Discussion
*Dungeons & Dragons
How can you add more depth and complexity to skill checks?
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<blockquote data-quote="Imaculata" data-source="post: 8091354" data-attributes="member: 6801286"><p>So, this is related to the OP's original post. I'm working on an underwater adventure set in the world of today. The players are scientists onboard of a deepsea habitat, when all hell breaks loose: sections are breached, flooding occurs, loss of O2, electrical fires, power outages, you name it. The habitat also automatically seals a number of airlocks, to prevent the entire thing from flooding. Now the players need to restore functionality, and save each other from whereever they happened to be at the time of the disaster.</p><p></p><p>I want skill checks to be more meaningful and involved. I'm thinking of a system where a failed check may result in an escalation, and where neglected tasks result in further damage to the habitat. I want this disaster to feel like a bunch of firefighters trying to contain an out of control fire. But perhaps the opposite should also be true; a success should help bring the situation under control. It shouldn't be hopeless, just stressful.</p><p></p><p>How this might work, is that I keep track of the state of every module of the habitat. If the players focus only on containing the flooding, the electrical fires may get out of control, causing an explosion that destroys a module completely, and spreads the fire to an adjacent module. But I don't know yet how to track this in a balanced way exactly.</p><p></p><p>I'm also thinking that certain tasks may cause an extra loss of O2, especially when failed. And being low on O2 and while under stress, may result in sanity effects, as in Call of Cthulhu. The GM (me) will be the one keeping track of everyone's oxygen, and the players will need to take an action to check how much O2 they have left, but depending on their sanity, they may read it wrong. Muhaha.</p></blockquote><p></p>
[QUOTE="Imaculata, post: 8091354, member: 6801286"] So, this is related to the OP's original post. I'm working on an underwater adventure set in the world of today. The players are scientists onboard of a deepsea habitat, when all hell breaks loose: sections are breached, flooding occurs, loss of O2, electrical fires, power outages, you name it. The habitat also automatically seals a number of airlocks, to prevent the entire thing from flooding. Now the players need to restore functionality, and save each other from whereever they happened to be at the time of the disaster. I want skill checks to be more meaningful and involved. I'm thinking of a system where a failed check may result in an escalation, and where neglected tasks result in further damage to the habitat. I want this disaster to feel like a bunch of firefighters trying to contain an out of control fire. But perhaps the opposite should also be true; a success should help bring the situation under control. It shouldn't be hopeless, just stressful. How this might work, is that I keep track of the state of every module of the habitat. If the players focus only on containing the flooding, the electrical fires may get out of control, causing an explosion that destroys a module completely, and spreads the fire to an adjacent module. But I don't know yet how to track this in a balanced way exactly. I'm also thinking that certain tasks may cause an extra loss of O2, especially when failed. And being low on O2 and while under stress, may result in sanity effects, as in Call of Cthulhu. The GM (me) will be the one keeping track of everyone's oxygen, and the players will need to take an action to check how much O2 they have left, but depending on their sanity, they may read it wrong. Muhaha. [/QUOTE]
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How can you add more depth and complexity to skill checks?
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