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General Tabletop Discussion
*TTRPGs General
Investigative Skill Challenges
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 4896634" data-attributes="member: 710"><p>I am not sure yet what is the best approach, but some ideas: </p><p></p><p>- The Investigation itself is done just as you'd do it without skill challenge. </p><p>- Individual checks required as part of the investigation are counted for the skill challenge. </p><p>- Each check can introduce a complication if failed. For example, failing a Perception check to find a clue might not mean the PCs don't find the clue, but that they take longer for it then it should be. A failed Streetwise check might lead to a brief combat encounter, or tip the opposition off. A failed Diplomacy check might mean you only get a clue for paying a hefty bribe. </p><p>Generally, any failed check might lead to a red herring. </p><p>- A failed challenge means that the investigation introduces a major complication. For example, whoever you are investigating is fully prepared for your arrival and you run into an ambush. Or you have stirred up so much trouble that the city watch takes you off the case or wants to arrest you. Or the opposition has enough time to turn some of your allies against you. </p><p>Or you find proof that won't be admissible in court, or the opposition leaves the area once you have secured enough evidence, but before you or the authorities can take them.</p><p></p><p>The idea behind this is that the goal of an investigation is to avoid too many waves and quickly reach your goal. You don't want to tip of the opposition you're investigating into. You don't want to give them the time to strike against you, conceal more traces, or run away.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 4896634, member: 710"] I am not sure yet what is the best approach, but some ideas: - The Investigation itself is done just as you'd do it without skill challenge. - Individual checks required as part of the investigation are counted for the skill challenge. - Each check can introduce a complication if failed. For example, failing a Perception check to find a clue might not mean the PCs don't find the clue, but that they take longer for it then it should be. A failed Streetwise check might lead to a brief combat encounter, or tip the opposition off. A failed Diplomacy check might mean you only get a clue for paying a hefty bribe. Generally, any failed check might lead to a red herring. - A failed challenge means that the investigation introduces a major complication. For example, whoever you are investigating is fully prepared for your arrival and you run into an ambush. Or you have stirred up so much trouble that the city watch takes you off the case or wants to arrest you. Or the opposition has enough time to turn some of your allies against you. Or you find proof that won't be admissible in court, or the opposition leaves the area once you have secured enough evidence, but before you or the authorities can take them. The idea behind this is that the goal of an investigation is to avoid too many waves and quickly reach your goal. You don't want to tip of the opposition you're investigating into. You don't want to give them the time to strike against you, conceal more traces, or run away. [/QUOTE]
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