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Skill challenges as conflicts
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<blockquote data-quote="Kestrel" data-source="post: 4939559" data-attributes="member: 384"><p>Here's something I posted for a friend and one way to build them:</p><p></p><p>Before you start: </p><p>Determine what the ultimate goal of the skill challenge is, what are the PCs trying to accomplish? Is the goal something quick and easy? Is it a task intended to be accomplished during combat? Or is it a long, involved story-based challenge?</p><p></p><p>1) Determine Complexity (Number of Successes to reach the goal vs. 3 Failures)</p><p>Complexity is a judge of how long it should take to accomplish the goal. If you have a high complexity, then it will take more successes to reach your goal, and increases the chances of failure (I actually call the 3 failures Complications). </p><p></p><p>2) Set your DCs</p><p>Determine how hard is it to reach the goal. Set your DCs based on how many complications you want them to have. If you want a lot, increase the DCs. Want only a few, or something else (like a combat) is going on during the challenge? Lower the DCs.</p><p></p><p>3) Create Complications (What happens after 3 failures)</p><p>3 Failures should not be an end to the challenge. Pass/Fail is for skill checks, not challenges. Determine what happens after they hit the 3 failure mark. What they have to deal with to continue the challenge and reach their goal. If they succeed in overcoming the complication, then allow them to keep the success tally generated and reset the failures. Determine what happens if they fail again. </p><p></p><p>4) Choose your skills. </p><p>Look over the list of skills. Imagine what is going on during the challenge and determine which skills move the party towards the goal and which just assist. Determine if a skill would be Easy/Moderate/Hard to use in this challenge. Success generating skills should never be Easy. Make sure to specify how many times a particular skill can be used (Sometimes a skill can help reach the goal, but cannot succeed by itself) and if there are penalties to using the skill repeatedly. (This forces variety and not just using their best skill over and over)</p><p></p><p>5)Success/Fail on skill checks</p><p>For each skill, determine what happens when you succeed. Give it a game bonus if you can. Do the same with a failure. Just rolling dice is boring, something happening after you roll is fun.</p><p></p><p>Always think of what you see happening in the challenge and think to yourself, how could I make this fun? Combat is fun because you’re doing something…what can I do to make this challenge fun on the table? Think of how to make it visual and tactile. Imagination is all well and good, but we’re also playing a game and its more fun to do something with our hands. Give the players a way to strategize the challenge, show them the list of skills you thought of and what it means in the challenge.</p><p></p><p>I got some examples that played pretty well recently. I posted them on the 4e rules forum.</p></blockquote><p></p>
[QUOTE="Kestrel, post: 4939559, member: 384"] Here's something I posted for a friend and one way to build them: Before you start: Determine what the ultimate goal of the skill challenge is, what are the PCs trying to accomplish? Is the goal something quick and easy? Is it a task intended to be accomplished during combat? Or is it a long, involved story-based challenge? 1) Determine Complexity (Number of Successes to reach the goal vs. 3 Failures) Complexity is a judge of how long it should take to accomplish the goal. If you have a high complexity, then it will take more successes to reach your goal, and increases the chances of failure (I actually call the 3 failures Complications). 2) Set your DCs Determine how hard is it to reach the goal. Set your DCs based on how many complications you want them to have. If you want a lot, increase the DCs. Want only a few, or something else (like a combat) is going on during the challenge? Lower the DCs. 3) Create Complications (What happens after 3 failures) 3 Failures should not be an end to the challenge. Pass/Fail is for skill checks, not challenges. Determine what happens after they hit the 3 failure mark. What they have to deal with to continue the challenge and reach their goal. If they succeed in overcoming the complication, then allow them to keep the success tally generated and reset the failures. Determine what happens if they fail again. 4) Choose your skills. Look over the list of skills. Imagine what is going on during the challenge and determine which skills move the party towards the goal and which just assist. Determine if a skill would be Easy/Moderate/Hard to use in this challenge. Success generating skills should never be Easy. Make sure to specify how many times a particular skill can be used (Sometimes a skill can help reach the goal, but cannot succeed by itself) and if there are penalties to using the skill repeatedly. (This forces variety and not just using their best skill over and over) 5)Success/Fail on skill checks For each skill, determine what happens when you succeed. Give it a game bonus if you can. Do the same with a failure. Just rolling dice is boring, something happening after you roll is fun. Always think of what you see happening in the challenge and think to yourself, how could I make this fun? Combat is fun because you’re doing something…what can I do to make this challenge fun on the table? Think of how to make it visual and tactile. Imagination is all well and good, but we’re also playing a game and its more fun to do something with our hands. Give the players a way to strategize the challenge, show them the list of skills you thought of and what it means in the challenge. I got some examples that played pretty well recently. I posted them on the 4e rules forum. [/QUOTE]
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