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
*Dungeons & Dragons
D&D Older Editions
Running a 4e playtest and have a quick skill challenge question
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="Harr" data-source="post: 4123707" data-attributes="member: 47190"><p>I agree with all of this, and I'm actually just about to run a game with this challenge system as well, in a couple hours <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>I'm keeping the 5-point step difference though, 5 points (25% chance) seems to me to be a good difference to wager an extra success or failure on.</p><p></p><p>I've heard some people say that their DDXP DM did *not* let them choose their difficulty, but rather set it to his own judgemente from their descriptions, others say that it was their own choice. I'm keeping it the player's choice because I think it's a lot more compelling this way, letting the player himself choose the amount of risk vs reward.</p><p></p><p>As for Success/Failure, I'm going with 3/2 for small quick challenges, then 6/4, 9/6 and 12/8 for large and larger (and more important) challenges. The players will not know the size of the challenge but will now they have to get more successes than failures.</p><p></p><p>I'm also thinking about setting a general Challenge DC for all checks (ie, 'this challenge is DC 18') then easy and hard checks would simply be a 5 step up or down from that number (ie, easy would be DC 13, Medium DC 18, and Hard DC 23) to keep the whole thing consistent and snappy.</p><p></p><p>As for what checks are allowed, when the player himself can describe a concrete and plausible action using a skill, in a way that advances the challenge, as agreed on by everybody at the table (or adjudicated by me if arguments pop up), then he can decide on a level of difficulty and roll. If he can't describe the action and get everyone to agree that it makes sense, then he can't roll. Simple as that. Repeat-skills are usually not allowed except when it makes sense.</p><p></p><p>What else.. oh before the challenge starts I make it clear what the challenge is (whether it's something that was acted on by the players themselves or something I decided to srping upon them) and what the stakes of success and failure are. After the challenge is over, I describe two or three possible courses of action that they take depending on the results they got, which will lead on to other challenges, combats, and scenes.</p><p></p><p>That's what I'm planning <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> and I gotta say, the system itself has made me more psyched to run a game that I've been in quite a while.</p></blockquote><p></p>
[QUOTE="Harr, post: 4123707, member: 47190"] I agree with all of this, and I'm actually just about to run a game with this challenge system as well, in a couple hours :) I'm keeping the 5-point step difference though, 5 points (25% chance) seems to me to be a good difference to wager an extra success or failure on. I've heard some people say that their DDXP DM did *not* let them choose their difficulty, but rather set it to his own judgemente from their descriptions, others say that it was their own choice. I'm keeping it the player's choice because I think it's a lot more compelling this way, letting the player himself choose the amount of risk vs reward. As for Success/Failure, I'm going with 3/2 for small quick challenges, then 6/4, 9/6 and 12/8 for large and larger (and more important) challenges. The players will not know the size of the challenge but will now they have to get more successes than failures. I'm also thinking about setting a general Challenge DC for all checks (ie, 'this challenge is DC 18') then easy and hard checks would simply be a 5 step up or down from that number (ie, easy would be DC 13, Medium DC 18, and Hard DC 23) to keep the whole thing consistent and snappy. As for what checks are allowed, when the player himself can describe a concrete and plausible action using a skill, in a way that advances the challenge, as agreed on by everybody at the table (or adjudicated by me if arguments pop up), then he can decide on a level of difficulty and roll. If he can't describe the action and get everyone to agree that it makes sense, then he can't roll. Simple as that. Repeat-skills are usually not allowed except when it makes sense. What else.. oh before the challenge starts I make it clear what the challenge is (whether it's something that was acted on by the players themselves or something I decided to srping upon them) and what the stakes of success and failure are. After the challenge is over, I describe two or three possible courses of action that they take depending on the results they got, which will lead on to other challenges, combats, and scenes. That's what I'm planning :) and I gotta say, the system itself has made me more psyched to run a game that I've been in quite a while. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
D&D Older Editions
Running a 4e playtest and have a quick skill challenge question
Top