Hi,
Cool idea (re: the Skill Challenge for escaping the mine). I was wondering if you could comment on whether the challenge could be failed, other than a TPK at some point because of too many encounters. That is, the challenge seems to have changed the skill challenge rule (X successes before Y failures) to (X successes, any failure entails an encounter or an expenditure of resources). I think that's cool, and that that modified rule works very well for some challenges, so I'm hoping that there could be a discussion of that difference.
Thx!
TomB
You know, I honestly didn't think of it in exactly that way when designing the challenge but you're right. If you think about it it's pretty much impossible to fail getting out of the mine. It doesn't go on forever and eventually, through trial and error if nothing else, they'd make it out.
Of course two things would start to be a problem:
First, they'd have to fight every critter in the house. If you go down every single corridor then it stands to reason that you'd encounter all the inhabitants. I guess it's possible that they might strike some sort of deal with them eventually ("Lead us out of here and we won't kill any more of you."). But they'd certainly have to do a lot of extra fighting.
The other problem is time. Due to the fact that they are down amongst the poisonous, mutating Mist, they needed to get out before the began to suffer its effects. As it was it they just made it out before they ran out of components to make the Mist Milk that was protecting them from its effects.
So, had they accumulated enough failures, they'd not only be beat down but they'd end up having to rest more, using up precious time to make their escape. Had they failed enough times then I'd probably need to rule that even failures were bringing them closer to the exit, just that they'd be stumbling across more and more bad guys the whole way.
Finally I'll say that my general approach to skill challenges is pretty loose. I get that the RAW treats them will all the design elements of a combat encounter. This encourages you to list out appropriate skills, consider how many successes before how many failures would be appropriate, etc. I don't really do much of that. I think about them in very broad terms of what the PC's will want to accomplish, what'll happen if they fail and what points of interest to include along the way.