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General Tabletop Discussion
*TTRPGs General
Skill challenge design -- still wonky
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<blockquote data-quote="bert1000" data-source="post: 4580551" data-attributes="member: 29013"><p>First off, I am a huge fan of the skill challenge concept despite the problems that are occuring as this concept gets further refined.</p><p> </p><p>Some of the problems are pretty complicated (e.g., setting the right DCs), and some are a matter of play style (e.g., do you annouce a skill challenge, do you give out clues to the key skills, etc.).</p><p> </p><p>One problem I see that keeps getting repeated in published material has me scratching my head. Shouldn't a successful skill challenge always net you a greater reward than failing one?</p><p> </p><p>For example, in P1, see ecounter T1-2. **minor spoilers** You do a skill challenge where success means you find the adventure site and you get 1000xp. Failure means everyone loses a healing surge and you have a equal level combat encounter. The combat encounter gives you 3000xp, 1500gp, and a map to the adventure site. The combat encounter is not really punative. In fact, it is very likely to yield +2000xp and +1500gp vs. the skill challenge without any realy down side. The PCs may expend some resources, but there is nothing stopping them from resting before tackling the adventure site.</p><p> </p><p>I just think this is poor design that keeps getting repeated (I've seen some similar in dungeon I think). Am I missing something here? Shouldn't a successful skill challenge that avoids some failure induced combat always yield at least if not more XP than the combat? (I guess the exception could be a failure combat that is say level +4 or something. Then there is a real downside to losing the challenge).</p></blockquote><p></p>
[QUOTE="bert1000, post: 4580551, member: 29013"] First off, I am a huge fan of the skill challenge concept despite the problems that are occuring as this concept gets further refined. Some of the problems are pretty complicated (e.g., setting the right DCs), and some are a matter of play style (e.g., do you annouce a skill challenge, do you give out clues to the key skills, etc.). One problem I see that keeps getting repeated in published material has me scratching my head. Shouldn't a successful skill challenge always net you a greater reward than failing one? For example, in P1, see ecounter T1-2. **minor spoilers** You do a skill challenge where success means you find the adventure site and you get 1000xp. Failure means everyone loses a healing surge and you have a equal level combat encounter. The combat encounter gives you 3000xp, 1500gp, and a map to the adventure site. The combat encounter is not really punative. In fact, it is very likely to yield +2000xp and +1500gp vs. the skill challenge without any realy down side. The PCs may expend some resources, but there is nothing stopping them from resting before tackling the adventure site. I just think this is poor design that keeps getting repeated (I've seen some similar in dungeon I think). Am I missing something here? Shouldn't a successful skill challenge that avoids some failure induced combat always yield at least if not more XP than the combat? (I guess the exception could be a failure combat that is say level +4 or something. Then there is a real downside to losing the challenge). [/QUOTE]
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