• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

D&D 5E Ideas for Failed Skill Challenges

trentonjoe

Explorer
I often run encounters as an open end skill challenge. A problem will come up like, "what are the orc's planning?" and we make skill checks. Success produce information and sometimes mechanical bonuses, failures produce information but mechanical penalties.

For example,

I ran a game where an NPC was kidnapped. Positive checks produced information on who, where, when the person was taken. Negative checks produced more information on the kidnappers but the some towns people thought the group was snooping around so the sheriff was called and they needed to bribe him to continue. Another failure had the kidnapper notice they were searching for him so he poisoned their lunches.

My question is I want to come up with a list of mechanical penalties that I can covert to story. For example, on the list might be lose your level in hit points, I can turn that into , you try to sneak by the guard but he notices you. He strikes you for 6 points of damage before you knock him out.

Here's a list I have so far:

1. Gain 1 level of exhaustion
2. Take your level or 1d4 hit points of damage
3. Lose 1/3 your level spell slots
4. Disadvantage on a random ability score checks
5. Disadvantage on a random saving throw
6. Gain Poisoned condition
7. Bleeding Wound, 1d6 points of damage each combat round
8. Concussed, can't maintain spell concentration


I would love to have another dozen or so more. If you have ideas, I would love to see them. Thank in advance!
 

log in or register to remove this ad

It seems like you're heading for success with complications at least in part. Simply adding additional consequences in addition to failure doesn't seem like something I'd be for in general, although occasionally if could be excellent for high risk actions. Maybe use risky almost like a tag, so when you say "that's risky" your players know there are additional consequences on the table.

I tend to either just have the players fail, or have them succeed but face the additional consequences, whatever those might be. Generally the fiction itself suggests a good consequence. You manage to get the lock open, but four guards round the corner at the end of the hall and spot you..., that sort of thing.
 

I wrote a thread on the old WotC boards about failing an "Interrogate a Bandit" check. I will have to go back and see if anything was like what you are looking for.
Most of them were more plot threads and personalities, like this:
-You roll a '1'- This bandit thinks he is G. Gordon Liddy. He will not talk.
 

Into the Woods

Remove ads

Top