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General Tabletop Discussion
*Dungeons & Dragons
Skill Challenges in 5E
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<blockquote data-quote="Radiating Gnome" data-source="post: 6177663" data-attributes="member: 150"><p>I've often used this method, and it worked quite well. I also used Skill Challenges for travel/exploration, with lots of "secondary" checks to do things like avoid or overcome hazards, etc. </p><p></p><p>The thing that really helped me with 4e Skill challenges was when I really embraced the idea that the core SC structure -- X successes before Y failures, etc -- that was just a starting point, and that each skill challenge could be wildly different, depending upon what I was trying to simulate. </p><p></p><p>I created macro challenges that used the same basic mechanic, but instead of skill checks each success or failure was a minor quest or deed the party needed to complete. </p><p></p><p>I created combat challenges to abstract grinding but boring slogs through trash encounters between important encounters. Characters used attacks in addition to skill checks to try to deal with those challenges, had role-based special abilities, and so on. </p><p></p><p>And so on. Skill challenges are a selection of paints to mix, and a canvas. And the same structures can totally work in my 5e/Next games. </p><p></p><p>BUT it may not be necessary to make such a big deal of presenting the system to players -- a good, detailed chapter in a DMG about building complex, interesting, playable non-combat encounters might include ideas that were developed in the creation of skill challenges could be a huge help to young DMs. I'd love to see some patterns described that include X successes before Y failures, X successes before Y rounds, Flow charts with a variety of checks and actions required to move from one point to another, and so on. </p><p></p><p>So, that's what I'm hoping we'll see.</p><p></p><p>-rg</p></blockquote><p></p>
[QUOTE="Radiating Gnome, post: 6177663, member: 150"] I've often used this method, and it worked quite well. I also used Skill Challenges for travel/exploration, with lots of "secondary" checks to do things like avoid or overcome hazards, etc. The thing that really helped me with 4e Skill challenges was when I really embraced the idea that the core SC structure -- X successes before Y failures, etc -- that was just a starting point, and that each skill challenge could be wildly different, depending upon what I was trying to simulate. I created macro challenges that used the same basic mechanic, but instead of skill checks each success or failure was a minor quest or deed the party needed to complete. I created combat challenges to abstract grinding but boring slogs through trash encounters between important encounters. Characters used attacks in addition to skill checks to try to deal with those challenges, had role-based special abilities, and so on. And so on. Skill challenges are a selection of paints to mix, and a canvas. And the same structures can totally work in my 5e/Next games. BUT it may not be necessary to make such a big deal of presenting the system to players -- a good, detailed chapter in a DMG about building complex, interesting, playable non-combat encounters might include ideas that were developed in the creation of skill challenges could be a huge help to young DMs. I'd love to see some patterns described that include X successes before Y failures, X successes before Y rounds, Flow charts with a variety of checks and actions required to move from one point to another, and so on. So, that's what I'm hoping we'll see. -rg [/QUOTE]
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