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General Tabletop Discussion
*Pathfinder & Starfinder
Skill Challenge DCs
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<blockquote data-quote="FireLance" data-source="post: 4937903" data-attributes="member: 3424"><p>I think the low DCs are necessary given the standard skill challenge setup which is: </p><p></p><p>1. In order to succeed, you need to score a fairly large number of successes (4 for a Complexity 1, to 12 for a Complexity 5), but you are only allowed 2failures (since the third failure means that the skill challenge is failed).</p><p></p><p>2. Checks to earn successes are usually not separate from checks that result in failures, i.e. a skill check results in either a success or a failure. Since the number of failures allowed is low, anything a character tries must have a fairly high chance of success or he is better off not doing anything.</p><p></p><p>Some things you can do if you want to use higher DCs but keep the level of challenge approximately the same are:</p><p></p><p>1. Increase the number of allowable failures, e.g. reframe a single Complexity 2 skill challenge as two Complexity 1 skill challenges.</p><p></p><p>2. Have different consequences for failed skill checks (e.g. hit point loss - most traps take this approach).</p><p></p><p>3. Allow some skill checks that can earn successes but which do not accumulate failures if failed (limit the number of successes that the PCs can gain from this approach so success is not guaranteed), or allow ways for the PCs to earn automatic successes (this is a good way to allow player skill, and not just character statistics, to influence the outcome of the skill challenge).</p></blockquote><p></p>
[QUOTE="FireLance, post: 4937903, member: 3424"] I think the low DCs are necessary given the standard skill challenge setup which is: 1. In order to succeed, you need to score a fairly large number of successes (4 for a Complexity 1, to 12 for a Complexity 5), but you are only allowed 2failures (since the third failure means that the skill challenge is failed). 2. Checks to earn successes are usually not separate from checks that result in failures, i.e. a skill check results in either a success or a failure. Since the number of failures allowed is low, anything a character tries must have a fairly high chance of success or he is better off not doing anything. Some things you can do if you want to use higher DCs but keep the level of challenge approximately the same are: 1. Increase the number of allowable failures, e.g. reframe a single Complexity 2 skill challenge as two Complexity 1 skill challenges. 2. Have different consequences for failed skill checks (e.g. hit point loss - most traps take this approach). 3. Allow some skill checks that can earn successes but which do not accumulate failures if failed (limit the number of successes that the PCs can gain from this approach so success is not guaranteed), or allow ways for the PCs to earn automatic successes (this is a good way to allow player skill, and not just character statistics, to influence the outcome of the skill challenge). [/QUOTE]
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