So I just got finished reading Apocalypse World, and the way skills (they're called moves in AW) work in that game is that there are complete successes and partial successes. Partial successes usually mean that you succeeded in the skill you were trying to do, but it comes with a catch. I thought that could add a lot to skills in D&D. Plus, everyone I game with loves D&D but aren't as interested in trying something new, so I'm not likely going to get anyone to play Apocalypse World any time soon.
Part of what makes these Partial Successes so great is that the skills in Apocalypse World have ideas for what a partial success will look like. Below, you'll see ideas I have for partial successes for all the D&D skills.
Here's my suggestion for how Partial Successes would work.
Steps to create DCs.
1. Take the DC by RAW. Subtract 3 from it. This is your Partial Success.
2. Now add 4 to the DC by RAW. This is your complete Success.
So, if the DC is 15. The new partial success DC would be 12, and the new complete success would be 19.
Why would I make the Partial Success easier, but the Complete Success harder? Because the Partial Success creates some fun roleplaying opportunities. For example, A possible partial success for diplomacy would be the leader of the group is buying what the PC is saying, but her second in command seems to becoming less and less comfortable with what the PC is saying.
The reason I gave the Partial Success a range of 7 is that the probability of partial successes in AW is about 35% to 50% of the time (you roll 2d6 and + your modifier to your roll). I tried to mimic that with how the probability of a d20 works.
I'd love some suggestions for more partial successes. I'd like to have at least three for every skill. It appears that there might be some skills that don't work as well for partial successes, or maybe I just need to come up with some different partial successes.
Acrobatics* (Dex): Use this skill to test your balance on narrow or unstable surfaces, to escape from a grab or from restraints, and (if you're trained) to reduce your damage when you fall.
You manage to get across, but it takes twice as long.
You manage to get across, but you fall prone at the end.
You don’t escape from the grab or restraints, but you’ve loosened them (+2 to +4 on next check)
Arcana (Int): You have knowledge about magic and magical effects and (if you're trained) you know how to detect a persistent magical effect.
Your knowledge about this topic or monster is slightly flawed. You know 2 pieces of correct information, but 1 piece that is incorrect.
Athletics* (Str): Use this skill to climb, swim, or jump.
You jump or climb across, but slip, miss the landing/fall prone.
You manage to get across, but make a lot of noise doing so. If there is anyone listening for you, they heard you alright.
Bluff (Cha): Use this skill to make what's false appear to be true, fast-talk a guard, con a merchant, or tell lies.
The NPC the PC is trying to convince is in agreement, but his second in command seems to trust the PC less.
The NPC seems to buy what the PC is saying, but asks a pointed question that could catch the PC in the lie.
Diplomacy (Cha): Use this skill to influence others with tact and social grace, change opinions, inspire good will, and to negotiate a deal in good faith.
The NPC the PC is trying to convince is in agreement, but his second in command seems to trust the PC less.
Some in the crowd seem to be on your side, but some have become even more vocal
The NPC is willing to go along with you, but needs a show of good faith.
Dungeoneering (Wis): You have knowledge about forging a path through a dungeon complex, recognizing dungeon hazards, and finding food in the Underdark.
You take a wrong turn, after about 10 minutes of searching, you realize your mistake and make your way back and to the correct way.
Your knowledge about this monster is slightly flawed. You know 2 pieces of correct information, but 1 piece that is incorrect.
Endurance (Con): Use this skill to stave off ill effects and to push beyond normal physical limits.
You manage to stave off the ill effects, but in the process of being healed, you have infected someone else.
At the end of the day, you’re going to need to take a longer than normal rest to gain back all of your healing surges.
Heal (Wis): Use this skill to administer first aid, stabilize a dying character, grant a saving throw, or treat a disease.
You grant the saving throw, but if the player is successful, you catch what he had
You stabilize the dying character, but treat the dying character as having failed one more death save. (only use this once for the character in question)
History (Int) You have knowledge about history, including significant events, legends, customs, and traditions.
Your knowledge about this topic is slightly flawed. You know 2 pieces of correct information, but 1 piece that is incorrect, but that you think might be correct.
Insight (Wis) Use this skill to discern intent and decipher body language, making a best guess as to a target's motives, attitudes, and truthfulness.
You read the emotion correctly, but not the motive
You read the motive correctly, but not the emotion
Intimidate (Cha): Use this skill to influence others through hostile actions and overt threats.
The NPC the PC is trying to convince is in agreement, but his second in command seems to trust the PC less.
The NPC does what you say, but you have now made an enemy for life.
Nature (Int): You have knowledge related to finding your way through the wilderness, recognizing natural hazards, and living off the land.
Your knowledge about this topic or monster is slightly flawed. You know 2 pieces of correct information, but 1 piece that is incorrect.
Perception (Wis): Use this skill to notice clues, spot imminent dangers, and locate hidden objects.
You notice something, but it’s not an important detail. Seems important to you though.
Religion (Int): You have knowledge of religious traditions.
Your knowledge about this topic is slightly flawed. You know 2 pieces of correct information, but 1 piece that is incorrect.
Stealth* (Dex): Use this skill to hide and move silently.
You pick one, you remain silent but stop where you started your stealth move, or you manage to move to where you wanted to go, but are heard.
Streetwise (Cha): You know how to get the lay of the land in an urban setting.
Your knowledge about this topic is slightly flawed. You know 2 pieces of correct information, but 1 piece that is incorrect.
Thievery (Dex): Use this skill to disable traps, open locks, pick pockets, and perform other sleights of hand.
You open the lock, but damage it beyond repair
Pick one, you pick the pocket, but the person notices you, or you don’t pick the pocket, but the person doesn’t notice you.
Part of what makes these Partial Successes so great is that the skills in Apocalypse World have ideas for what a partial success will look like. Below, you'll see ideas I have for partial successes for all the D&D skills.
Here's my suggestion for how Partial Successes would work.
Steps to create DCs.
1. Take the DC by RAW. Subtract 3 from it. This is your Partial Success.
2. Now add 4 to the DC by RAW. This is your complete Success.
So, if the DC is 15. The new partial success DC would be 12, and the new complete success would be 19.
Why would I make the Partial Success easier, but the Complete Success harder? Because the Partial Success creates some fun roleplaying opportunities. For example, A possible partial success for diplomacy would be the leader of the group is buying what the PC is saying, but her second in command seems to becoming less and less comfortable with what the PC is saying.
The reason I gave the Partial Success a range of 7 is that the probability of partial successes in AW is about 35% to 50% of the time (you roll 2d6 and + your modifier to your roll). I tried to mimic that with how the probability of a d20 works.
I'd love some suggestions for more partial successes. I'd like to have at least three for every skill. It appears that there might be some skills that don't work as well for partial successes, or maybe I just need to come up with some different partial successes.
Acrobatics* (Dex): Use this skill to test your balance on narrow or unstable surfaces, to escape from a grab or from restraints, and (if you're trained) to reduce your damage when you fall.
You manage to get across, but it takes twice as long.
You manage to get across, but you fall prone at the end.
You don’t escape from the grab or restraints, but you’ve loosened them (+2 to +4 on next check)
Arcana (Int): You have knowledge about magic and magical effects and (if you're trained) you know how to detect a persistent magical effect.
Your knowledge about this topic or monster is slightly flawed. You know 2 pieces of correct information, but 1 piece that is incorrect.
Athletics* (Str): Use this skill to climb, swim, or jump.
You jump or climb across, but slip, miss the landing/fall prone.
You manage to get across, but make a lot of noise doing so. If there is anyone listening for you, they heard you alright.
Bluff (Cha): Use this skill to make what's false appear to be true, fast-talk a guard, con a merchant, or tell lies.
The NPC the PC is trying to convince is in agreement, but his second in command seems to trust the PC less.
The NPC seems to buy what the PC is saying, but asks a pointed question that could catch the PC in the lie.
Diplomacy (Cha): Use this skill to influence others with tact and social grace, change opinions, inspire good will, and to negotiate a deal in good faith.
The NPC the PC is trying to convince is in agreement, but his second in command seems to trust the PC less.
Some in the crowd seem to be on your side, but some have become even more vocal
The NPC is willing to go along with you, but needs a show of good faith.
Dungeoneering (Wis): You have knowledge about forging a path through a dungeon complex, recognizing dungeon hazards, and finding food in the Underdark.
You take a wrong turn, after about 10 minutes of searching, you realize your mistake and make your way back and to the correct way.
Your knowledge about this monster is slightly flawed. You know 2 pieces of correct information, but 1 piece that is incorrect.
Endurance (Con): Use this skill to stave off ill effects and to push beyond normal physical limits.
You manage to stave off the ill effects, but in the process of being healed, you have infected someone else.
At the end of the day, you’re going to need to take a longer than normal rest to gain back all of your healing surges.
Heal (Wis): Use this skill to administer first aid, stabilize a dying character, grant a saving throw, or treat a disease.
You grant the saving throw, but if the player is successful, you catch what he had
You stabilize the dying character, but treat the dying character as having failed one more death save. (only use this once for the character in question)
History (Int) You have knowledge about history, including significant events, legends, customs, and traditions.
Your knowledge about this topic is slightly flawed. You know 2 pieces of correct information, but 1 piece that is incorrect, but that you think might be correct.
Insight (Wis) Use this skill to discern intent and decipher body language, making a best guess as to a target's motives, attitudes, and truthfulness.
You read the emotion correctly, but not the motive
You read the motive correctly, but not the emotion
Intimidate (Cha): Use this skill to influence others through hostile actions and overt threats.
The NPC the PC is trying to convince is in agreement, but his second in command seems to trust the PC less.
The NPC does what you say, but you have now made an enemy for life.
Nature (Int): You have knowledge related to finding your way through the wilderness, recognizing natural hazards, and living off the land.
Your knowledge about this topic or monster is slightly flawed. You know 2 pieces of correct information, but 1 piece that is incorrect.
Perception (Wis): Use this skill to notice clues, spot imminent dangers, and locate hidden objects.
You notice something, but it’s not an important detail. Seems important to you though.
Religion (Int): You have knowledge of religious traditions.
Your knowledge about this topic is slightly flawed. You know 2 pieces of correct information, but 1 piece that is incorrect.
Stealth* (Dex): Use this skill to hide and move silently.
You pick one, you remain silent but stop where you started your stealth move, or you manage to move to where you wanted to go, but are heard.
Streetwise (Cha): You know how to get the lay of the land in an urban setting.
Your knowledge about this topic is slightly flawed. You know 2 pieces of correct information, but 1 piece that is incorrect.
Thievery (Dex): Use this skill to disable traps, open locks, pick pockets, and perform other sleights of hand.
You open the lock, but damage it beyond repair
Pick one, you pick the pocket, but the person notices you, or you don’t pick the pocket, but the person doesn’t notice you.