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
*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
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Rethinking Skill Challenges
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="FireLance" data-source="post: 5215605" data-attributes="member: 3424"><p>Some thoughts on a variety of issues:</p><p></p><p>1. I also agree the "three failures" failure condition for skill challenges discourages players with low skill modifiers from taking part. I generally prefer to have either a hard time limit (score X successes with Y rounds), or have something bad keep happening until the PCs score the necessary number of successes (this is the approach taken for traps), or have a variable time limit which the PCs can extend with successful skill or ability checks (e.g. in a classic crushing walls trap, one PC can buy time for another PC to unlock the exit by making a Strength check to hold back the wall).</p><p></p><p>2. In addition to escalating DCs to discourage the repeated use of certain skills, you could consider setting a limit on the number of successes that can be achieved through a specific skill. This also ties in to the point about giving PCs a motivation to change tactics and use varied abilities.</p><p></p><p>3. The concept of what you call jackpot skills (automatic successes, multiple successes, other benefits) is probably better applied to creative ideas instead of skill checks. By awarding automatic successes for creative ideas, you break the players out of the habit of simply going through their character sheet and picking out what they think to be the most useful skills, and you encourage them to approach skill challenges in a manner similar to the free-form problem solving that was more common in earlier editions.</p><p></p><p>4. With respect to PC "roles", I personally divide non-combat challenges into four broad categories: Learn challenges, Move challenges, Survive challenges and Persuade challenges. Where possible, I try to incorporate all four elements into a skill challenge, either as part of the main challenge or as sub-challenges which, when successfully completed, contribute successes and/or confer some advantage to overcoming the main challenge. This is discussed more fully in my blog post <a href="http://www.enworld.org/forum/blogs/firelance/2194-musings-non-combat-challenges-four-more.html" target="_blank">here</a>.</p></blockquote><p></p>
[QUOTE="FireLance, post: 5215605, member: 3424"] Some thoughts on a variety of issues: 1. I also agree the "three failures" failure condition for skill challenges discourages players with low skill modifiers from taking part. I generally prefer to have either a hard time limit (score X successes with Y rounds), or have something bad keep happening until the PCs score the necessary number of successes (this is the approach taken for traps), or have a variable time limit which the PCs can extend with successful skill or ability checks (e.g. in a classic crushing walls trap, one PC can buy time for another PC to unlock the exit by making a Strength check to hold back the wall). 2. In addition to escalating DCs to discourage the repeated use of certain skills, you could consider setting a limit on the number of successes that can be achieved through a specific skill. This also ties in to the point about giving PCs a motivation to change tactics and use varied abilities. 3. The concept of what you call jackpot skills (automatic successes, multiple successes, other benefits) is probably better applied to creative ideas instead of skill checks. By awarding automatic successes for creative ideas, you break the players out of the habit of simply going through their character sheet and picking out what they think to be the most useful skills, and you encourage them to approach skill challenges in a manner similar to the free-form problem solving that was more common in earlier editions. 4. With respect to PC "roles", I personally divide non-combat challenges into four broad categories: Learn challenges, Move challenges, Survive challenges and Persuade challenges. Where possible, I try to incorporate all four elements into a skill challenge, either as part of the main challenge or as sub-challenges which, when successfully completed, contribute successes and/or confer some advantage to overcoming the main challenge. This is discussed more fully in my blog post [URL="http://www.enworld.org/forum/blogs/firelance/2194-musings-non-combat-challenges-four-more.html"]here[/URL]. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Rethinking Skill Challenges
Top