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, OSR, & D&D Variants
*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, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
How do you GM 4 of the 6 parts of ability checks
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="Celtavian" data-source="post: 6864170" data-attributes="member: 5834"><p><em></em></p><p><em></em></p><p><em>Player Enjoyment/Interest: If an uncertain outcome will lead to an interesting play experience for the players. Does someone in the group have a relevant skill that will allow them to stand in the spotlight on this particular check? Will it spark the players to role-play and take an interest in the non-combat challenge?</em></p><p><em></em></p><p><em>System Explanation: I recently created a maze the players must navigate to progress in the adventure. The maze is complex and magically distorts one's sense of direction. It will require many days to navigate and the Survival (Wisdom) navigation check is quite high. I made this maze to challenge the survival skills of the Dark Elf Underdark Ranger.</em></p><p><em></em></p><p><em><em></em></em></p><p><em><em></em></em></p><p><em><em>Player Capability: I set the DC at a level where the illusion of effort is created. I don't want to use a standard DC because I feel that is wasting my time if it is so easy that it is trivial or so difficult that it is nearly impossible or will result in a player staring blankly into space while he rolls the D20 a bunch of times waiting for the right number. I want a number that feels within the players capabilities to give them the illusion of both effort and control.</em></em></p><p><em><em></em></em></p><p><em><em>System Explanation: The Underdark ranger has a Survival (Wisdom) bonus of +14 and he'll be assisted by another character with Survival (Wisdom), so he'll have advantage. I made the DC 20 if moving at a slow pace, 25 if moving at an average pace, and 30 if moving at a fast pace. Moving at a slow pace will increase the time in the maze by 1/3rd, so they want to avoid that as the maze is very dangerous with demonic random encounters. So the average pace is the logical choice. So he has to roll roughly an 11 per day with advantage. He has a very good chance of success, but not so high he can't possibly fail. I feel that gives both the illusion of effort and control I'm looking for.</em></em></p><p><em><em></em></em></p><p><em><em><em></em></em></em></p><p><em><em><em></em></em></em></p><p><em><em><em><strong>Causal Logic</strong>: This one I try to determine if the situation would warrant advantage or disadvantage.</em></em></em></p><p><em><em><em></em></em></em></p><p><em><em><em><strong>Game Rule</strong>: I allow the Help action for non-combat checks where it seems like another player could help.</em></em></em></p><p><em><em><em></em></em></em></p><p><em><em><em>System Explanation: Another member of the party has Survival (Wisdom). He is able to help the navigation check through the maze on a daily basis. Allowing the help action to grant advantage gives another player the ability to add a substantial bonus to the roll that makes him feel as though he is being useful.</em></em></em></p><p><em><em><em></em></em></em></p><p><em><em><em><em></em></em></em></em></p><p><em><em><em><em></em></em></em></em></p><p><em><em><em><em><strong>Genre/Drama Logic, Causal Logic, and Player Enjoyment/Interest</strong> A bit of all them. You want the resolution to feel like they're in a fantasy story. You want the illusion of realism of causal logic. And you want the resolution to result in an enjoyable or interesting play experience.</em></em></em></em></p><p><em><em><em><em></em></em></em></em></p><p><em><em><em><em>System Explanation: The maze magically distorts direction. A failure results in a random direction of travel that may well lead them to an additional day or more of travel or they may wander into a very bad encounter or they may not successfully navigate the maze allowing the adventure to progress. So a bit of everything.</em></em></em></em></p></blockquote><p></p>
[QUOTE="Celtavian, post: 6864170, member: 5834"] [I] Player Enjoyment/Interest: If an uncertain outcome will lead to an interesting play experience for the players. Does someone in the group have a relevant skill that will allow them to stand in the spotlight on this particular check? Will it spark the players to role-play and take an interest in the non-combat challenge? System Explanation: I recently created a maze the players must navigate to progress in the adventure. The maze is complex and magically distorts one's sense of direction. It will require many days to navigate and the Survival (Wisdom) navigation check is quite high. I made this maze to challenge the survival skills of the Dark Elf Underdark Ranger. [I] Player Capability: I set the DC at a level where the illusion of effort is created. I don't want to use a standard DC because I feel that is wasting my time if it is so easy that it is trivial or so difficult that it is nearly impossible or will result in a player staring blankly into space while he rolls the D20 a bunch of times waiting for the right number. I want a number that feels within the players capabilities to give them the illusion of both effort and control. System Explanation: The Underdark ranger has a Survival (Wisdom) bonus of +14 and he'll be assisted by another character with Survival (Wisdom), so he'll have advantage. I made the DC 20 if moving at a slow pace, 25 if moving at an average pace, and 30 if moving at a fast pace. Moving at a slow pace will increase the time in the maze by 1/3rd, so they want to avoid that as the maze is very dangerous with demonic random encounters. So the average pace is the logical choice. So he has to roll roughly an 11 per day with advantage. He has a very good chance of success, but not so high he can't possibly fail. I feel that gives both the illusion of effort and control I'm looking for. [I] [B]Causal Logic[/b]: This one I try to determine if the situation would warrant advantage or disadvantage. [b]Game Rule[/b]: I allow the Help action for non-combat checks where it seems like another player could help. System Explanation: Another member of the party has Survival (Wisdom). He is able to help the navigation check through the maze on a daily basis. Allowing the help action to grant advantage gives another player the ability to add a substantial bonus to the roll that makes him feel as though he is being useful. [I] [B]Genre/Drama Logic, Causal Logic, and Player Enjoyment/Interest[/b] A bit of all them. You want the resolution to feel like they're in a fantasy story. You want the illusion of realism of causal logic. And you want the resolution to result in an enjoyable or interesting play experience. System Explanation: The maze magically distorts direction. A failure results in a random direction of travel that may well lead them to an additional day or more of travel or they may wander into a very bad encounter or they may not successfully navigate the maze allowing the adventure to progress. So a bit of everything.[/i][/i][/i][/i] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
How do you GM 4 of the 6 parts of ability checks
Top