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General Tabletop Discussion
*Dungeons & Dragons
How can you add more depth and complexity to skill checks?
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<blockquote data-quote="NotAYakk" data-source="post: 8091439" data-attributes="member: 72555"><p>I'd consider taking a page from a cooperative board game.</p><p></p><p>How they usually work is two little tricks.</p><p></p><p>There is (a) a goal of some kind, (b) an escalating background problem, and (c) a board state of immediate problems.</p><p></p><p>Every round the level of (b) makes (c) worse. Early on, you have enough resources to solve each round's (c) completely, and have resources left over to work on (a).</p><p></p><p>But almost completely. A bit of (c) tends to build up. You'll get to it later.</p><p></p><p>As the game progresses, (b) gets worse, until it will overwealm you. Towards the end of the game, you have to give up almost completely on fixing (c) in order to finish off (a), then bail.</p><p></p><p>An example of such a game that would map to a "underwater base is failing" might be "forbidden island".</p><p></p><p>(a) Your goal is to get the 4 macguffins. You make progress towards them via position on the (tile based) board and collecting and trading clues.</p><p>(b) There is water's rise scale, the rate at which the island is sinking. Each turn there is a risk it goes faster.</p><p>(c) Each tile on the island becomes flooded (flip the tile) or sinks (if you pick it again) and goes away in a pseudo-random process. Players can "shore up" flooded sections (repairing them), but the tile mechanics make shoring up usually temporary.</p><p></p><p>You could imagine a "board" of the various components of the station, and things become endangered. Fixing then takes time. The overall station damage track is something you cannot fix, and continues to get worse, making the rate of system failure go up. Initially failure happens slow enough they can repair it, eventually too fast.</p><p></p><p>The "skill check" in Forbidden island is "I fix it", but the skill challenge is still complex and interesting.</p></blockquote><p></p>
[QUOTE="NotAYakk, post: 8091439, member: 72555"] I'd consider taking a page from a cooperative board game. How they usually work is two little tricks. There is (a) a goal of some kind, (b) an escalating background problem, and (c) a board state of immediate problems. Every round the level of (b) makes (c) worse. Early on, you have enough resources to solve each round's (c) completely, and have resources left over to work on (a). But almost completely. A bit of (c) tends to build up. You'll get to it later. As the game progresses, (b) gets worse, until it will overwealm you. Towards the end of the game, you have to give up almost completely on fixing (c) in order to finish off (a), then bail. An example of such a game that would map to a "underwater base is failing" might be "forbidden island". (a) Your goal is to get the 4 macguffins. You make progress towards them via position on the (tile based) board and collecting and trading clues. (b) There is water's rise scale, the rate at which the island is sinking. Each turn there is a risk it goes faster. (c) Each tile on the island becomes flooded (flip the tile) or sinks (if you pick it again) and goes away in a pseudo-random process. Players can "shore up" flooded sections (repairing them), but the tile mechanics make shoring up usually temporary. You could imagine a "board" of the various components of the station, and things become endangered. Fixing then takes time. The overall station damage track is something you cannot fix, and continues to get worse, making the rate of system failure go up. Initially failure happens slow enough they can repair it, eventually too fast. The "skill check" in Forbidden island is "I fix it", but the skill challenge is still complex and interesting. [/QUOTE]
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How can you add more depth and complexity to skill checks?
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