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, OSR, & D&D Variants
*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, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*Dungeons & Dragons
Skill challenges in 5e - Math help!
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="pemerton" data-source="post: 6365090" data-attributes="member: 42582"><p>I agree with all these points.</p><p></p><p>The passages I picked out in my post above are fairly clear taken in themselves, but they're somewhat buried among other cruft in the DMG. Plus there is no unified presentation, with the explanation straddling DMG and PHB.</p><p></p><p>Like you, I benefited from long experience with a skill-based game (in my case, Rolemaster) plus a fairly good understanding of "narrative" games (HeroWars/Quest, Maelstrom Storytelling, and later on Burning Wheel, Marvel Heroic etc).</p><p></p><p>The changing DCs were also an issue. I think the "advantages" system in Essentials is, essentially, an admission by WotC that the DC maths is too hard to get right in and of itself, so the GM (or players, depending how the table handles it) are given "advantages" to even out the bumps! But it was always clear to me from the outset (between my own maths plus stuff that was being posted on these boards) that for success chances to be decent overall, the success chances for individual checks had to be very high.</p><p></p><p>That is what seems to be a potential stumbling block for 5e, at least based on this thread so far.</p><p></p><p>Yes. The presentation of particular examples didn't mesh well with the general description of the procedures. There was another aspect to this failure of presentation, too, which I want to address below.</p><p></p><p>My general preference is for auto-successes or bonuses. This relates back to my post upthread, about process vs pacing approaches to resolution. I see skill challenges as playing an important pacing function, and so rather than short-circuiting I prefer to introduce new sources of adversity/conflict, to keep the challenge alive.</p><p></p><p>But this is another flaw in presentation. WotC itself gives examples of play in which skill challenges are adjudicated on a pacing/meta-game rather than process basis - eg in Essentials the skill challenge ends when some thugs who were scared off earlier in the challenge (successful Intimidation) turn up again and stop the party's investigation (overall failure). This is a metagamed resolution: there is no ingame process connecting the final failure to the thugs. Rather, the challenge has failed and so the GM needs to create a reason, within the fiction, for that failure, and does so by bringing the thugs back onto the stage.</p><p></p><p>But nowhere does the book actually talk about this: what the GM has done, and why, and how a GM might do something similar in other contexts. (For me, a really stark contrast exists between this woefully inadequate approach and the cleverness and detail of Luke Crane's discussion of narrating failures in the BW rulebook and Adventure Burner.)</p><p></p><p>Especially for <em>the</em> introductory RPG, D&D has a history of terrible GM advice. (Moldvay Basic is just about the only exception, I think. I know a lot of people like the 4e DMGs, especially DMG 2, but that only drives home how poor the other D&D entries in the field are! Because the DMG 2 is nothing particularly special compared to BW, Laws' advice in HeroWars/Quest, etc.)</p></blockquote><p></p>
[QUOTE="pemerton, post: 6365090, member: 42582"] I agree with all these points. The passages I picked out in my post above are fairly clear taken in themselves, but they're somewhat buried among other cruft in the DMG. Plus there is no unified presentation, with the explanation straddling DMG and PHB. Like you, I benefited from long experience with a skill-based game (in my case, Rolemaster) plus a fairly good understanding of "narrative" games (HeroWars/Quest, Maelstrom Storytelling, and later on Burning Wheel, Marvel Heroic etc). The changing DCs were also an issue. I think the "advantages" system in Essentials is, essentially, an admission by WotC that the DC maths is too hard to get right in and of itself, so the GM (or players, depending how the table handles it) are given "advantages" to even out the bumps! But it was always clear to me from the outset (between my own maths plus stuff that was being posted on these boards) that for success chances to be decent overall, the success chances for individual checks had to be very high. That is what seems to be a potential stumbling block for 5e, at least based on this thread so far. Yes. The presentation of particular examples didn't mesh well with the general description of the procedures. There was another aspect to this failure of presentation, too, which I want to address below. My general preference is for auto-successes or bonuses. This relates back to my post upthread, about process vs pacing approaches to resolution. I see skill challenges as playing an important pacing function, and so rather than short-circuiting I prefer to introduce new sources of adversity/conflict, to keep the challenge alive. But this is another flaw in presentation. WotC itself gives examples of play in which skill challenges are adjudicated on a pacing/meta-game rather than process basis - eg in Essentials the skill challenge ends when some thugs who were scared off earlier in the challenge (successful Intimidation) turn up again and stop the party's investigation (overall failure). This is a metagamed resolution: there is no ingame process connecting the final failure to the thugs. Rather, the challenge has failed and so the GM needs to create a reason, within the fiction, for that failure, and does so by bringing the thugs back onto the stage. But nowhere does the book actually talk about this: what the GM has done, and why, and how a GM might do something similar in other contexts. (For me, a really stark contrast exists between this woefully inadequate approach and the cleverness and detail of Luke Crane's discussion of narrating failures in the BW rulebook and Adventure Burner.) Especially for [I]the[/I] introductory RPG, D&D has a history of terrible GM advice. (Moldvay Basic is just about the only exception, I think. I know a lot of people like the 4e DMGs, especially DMG 2, but that only drives home how poor the other D&D entries in the field are! Because the DMG 2 is nothing particularly special compared to BW, Laws' advice in HeroWars/Quest, etc.) [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Skill challenges in 5e - Math help!
Top