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
*TTRPGs General
Skill challenge design -- still wonky
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="bert1000" data-source="post: 4582117" data-attributes="member: 29013"><p>Well, in my P1 example I am assuming that the players decided they wanted to find the evil lair and do so in the most straightforward/quickest/easiest way possible. If that is not their goal, then this skill challenge would not be run.</p><p> </p><p>So with that as a goal, the penalty for failure as written is a relatively easy fight that yields +2,000xp and +1,500gp vs. "success". And they find the evil lair.</p><p> </p><p>Yes, I acknowledge that their story goal was delayed, which is a failure in itself but it still seems odd.</p><p> </p><p>As others have pointed out rpgs are open ended, so many folks won't really care. If they succeed at the skill challenge the PCs get 1,000xp and get to engage the next encounter which could yield the same XP and treasure as the "failure" encounter.</p><p> </p><p>What is really going on is that the designers seem to think that the story <strong>delay</strong> by itself is a reasonable failure outcome. I want more of a real consequence, otherwise skill challenges don't mean much.</p><p> </p><p>I don't want failure to be a complete stopage of action. "Ok, you failed the skill challenge, you can never find the evil lair". But I don't think it has to be.</p><p> </p><p>DM: "Despite your best efforts, you can't find the evil lair"</p><p>Player: "I think we need to find a guide..."</p><p> </p><p>Real consequence, chance to introduce something interesting, players know that sometimes they fail and have to come up with another plan. This to me introduces some good opportunities for player creativity, and gives the players a sense of accomplishment when they do succeed at a skill challenge.</p></blockquote><p></p>
[QUOTE="bert1000, post: 4582117, member: 29013"] Well, in my P1 example I am assuming that the players decided they wanted to find the evil lair and do so in the most straightforward/quickest/easiest way possible. If that is not their goal, then this skill challenge would not be run. So with that as a goal, the penalty for failure as written is a relatively easy fight that yields +2,000xp and +1,500gp vs. "success". And they find the evil lair. Yes, I acknowledge that their story goal was delayed, which is a failure in itself but it still seems odd. As others have pointed out rpgs are open ended, so many folks won't really care. If they succeed at the skill challenge the PCs get 1,000xp and get to engage the next encounter which could yield the same XP and treasure as the "failure" encounter. What is really going on is that the designers seem to think that the story [B]delay[/B] by itself is a reasonable failure outcome. I want more of a real consequence, otherwise skill challenges don't mean much. I don't want failure to be a complete stopage of action. "Ok, you failed the skill challenge, you can never find the evil lair". But I don't think it has to be. DM: "Despite your best efforts, you can't find the evil lair" Player: "I think we need to find a guide..." Real consequence, chance to introduce something interesting, players know that sometimes they fail and have to come up with another plan. This to me introduces some good opportunities for player creativity, and gives the players a sense of accomplishment when they do succeed at a skill challenge. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Skill challenge design -- still wonky
Top