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General Tabletop Discussion
D&D Older Editions
Skill Challenge DC questions for a new to 4E DM.
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<blockquote data-quote="ourchair" data-source="post: 5208395" data-attributes="member: 85362"><p>I scarcely follow the rules for skill challenges, at least in terms of success vs. failures.</p><p></p><p>The way I see it, it's not the number of failed checks that induce the failure of the skill challenge, but rather the nature of the failure.</p><p></p><p>In one skill challenge I ran on the fly, the PCs had to survive a storm that was beating the tar out of their patron's airship. I knew my players were creative sorts, so I merely threw problems at them such as a cannon threatening to roll and smash the hull from the inside of the ship or the ropes holding the sails whipping off and the captain flying off the deck.</p><p></p><p>The challenge wasn't a matter of whether they'd survive or not, but what they are able to do to reduce that ship's losses. It's a bit railroad-ey, but it leaves them the room to make mistakes or succeed immensely without derailing anything I'd prepared after.</p></blockquote><p></p>
[QUOTE="ourchair, post: 5208395, member: 85362"] I scarcely follow the rules for skill challenges, at least in terms of success vs. failures. The way I see it, it's not the number of failed checks that induce the failure of the skill challenge, but rather the nature of the failure. In one skill challenge I ran on the fly, the PCs had to survive a storm that was beating the tar out of their patron's airship. I knew my players were creative sorts, so I merely threw problems at them such as a cannon threatening to roll and smash the hull from the inside of the ship or the ropes holding the sails whipping off and the captain flying off the deck. The challenge wasn't a matter of whether they'd survive or not, but what they are able to do to reduce that ship's losses. It's a bit railroad-ey, but it leaves them the room to make mistakes or succeed immensely without derailing anything I'd prepared after. [/QUOTE]
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