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*Dungeons & Dragons
Skill Challenges in 5e?
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<blockquote data-quote="Beleriphon" data-source="post: 6469611" data-attributes="member: 27847"><p>I like the idea of the strech goal, but I think a fixed number of passes with varying degrees of success might work better. That way the PC know exactly how long what they are doing is going to take.</p><p></p><p>I personally like the idea of five passes (largely because time is easily divisible by units of five).</p><p></p><p>For example is the DC 15 (medium as I recall) then half the characters should succeed each pass. This should be minimum number of So with a typical group of say four then the number of success to achieve the default is going to be ten. Thus we might have something like this:</p><p></p><p>[table="width: 500"]</p><p>[tr]</p><p> [td]Number of Successes[/td]</p><p> [td]Result[/td]</p><p>[/tr]</p><p>[tr]</p><p> [td]0[/td]</p><p> [td]You've failed to accomplish our goal, and it has cost you greatly.[/td]</p><p>[/tr]</p><p>[tr]</p><p> [td]1-2[/td]</p><p> [td]You succeed, but at exceptional cost to the characters.[/td]</p><p>[/tr]</p><p>[tr]</p><p> [td]3-6[/td]</p><p> [td]You succeed, but at great inconvenience to the characters.[/td]</p><p>[/tr]</p><p>[tr]</p><p> [td]7-9[/td]</p><p> [td]You succeed, but the characters are minorly inconvenienced[/td]</p><p>[/tr]</p><p>[tr]</p><p> [td]10-11[/td]</p><p> [td]You succeed at your stated goal.[/td]</p><p>[/tr]</p><p>[tr]</p><p> [td]12-15[/td]</p><p> [td]You succeed exceptionally well at your stated goal.[/td]</p><p>[/tr]</p><p>[tr]</p><p> [td]16+[/td]</p><p> [td]You succeed with success beyond your wildest dreams.[/td]</p><p>[/tr]</p><p>[/table]</p><p></p><p>The example I'll use is the captain agrees to take the PCs to where they're going for free if they help repair the ship.</p><p></p><p>With 0 successes the captain thinks the characters are pirates part way through the voyage and locks them up to be turned over the authorities upon arrival at the stated destination. So they still get there, but the characters are in a bigger mess than when they started. Note that this type of result shouldn't stop the action outright, but somehow push the characters forward and at the same time make things worse. You might also make this the PC unintentionally cause a mutiny against the captain just for taking them.</p><p></p><p>A result of 1-2 the characters do horrible shoddy work, and the captain agrees to take them at triple the normal rate, and make them pay for their own food. The crew also hates them and refuses to do anything to protect them (should that be relevant). Some of them might even try to attack the PCs at night.</p><p></p><p>Results in the 3-5 range might make the PCs do something to offend the captain or crew, not enough to turn back on the captain's word, but enough that they will go out of their way to make life miserable for the PCs.</p><p></p><p>Getting a 6-9 might put off one NPC crew member who makes it his mission to hate on the PCs and do what he can to make their voyage horrible.</p><p></p><p>10-11 is the expected result. The PCs get a hassle free trip to their destination at no charge.</p><p></p><p>12-15 is a fantastic success. The PCs improve the ship in some way and get to their destination in record time.</p><p></p><p>16+ Same as 12-15 but the captain pays the PCs a stipend for the amazing work they've done.</p><p></p><p>The core idea here is that if every one of four PCs is successful every pass than they get 20 success. However, that's unlikely and combined with Dausuul's fluctuating success score the PCs are probably going to get somewhere between 6 and 12 with an average DC to beat.</p></blockquote><p></p>
[QUOTE="Beleriphon, post: 6469611, member: 27847"] I like the idea of the strech goal, but I think a fixed number of passes with varying degrees of success might work better. That way the PC know exactly how long what they are doing is going to take. I personally like the idea of five passes (largely because time is easily divisible by units of five). For example is the DC 15 (medium as I recall) then half the characters should succeed each pass. This should be minimum number of So with a typical group of say four then the number of success to achieve the default is going to be ten. Thus we might have something like this: [table="width: 500"] [tr] [td]Number of Successes[/td] [td]Result[/td] [/tr] [tr] [td]0[/td] [td]You've failed to accomplish our goal, and it has cost you greatly.[/td] [/tr] [tr] [td]1-2[/td] [td]You succeed, but at exceptional cost to the characters.[/td] [/tr] [tr] [td]3-6[/td] [td]You succeed, but at great inconvenience to the characters.[/td] [/tr] [tr] [td]7-9[/td] [td]You succeed, but the characters are minorly inconvenienced[/td] [/tr] [tr] [td]10-11[/td] [td]You succeed at your stated goal.[/td] [/tr] [tr] [td]12-15[/td] [td]You succeed exceptionally well at your stated goal.[/td] [/tr] [tr] [td]16+[/td] [td]You succeed with success beyond your wildest dreams.[/td] [/tr] [/table] The example I'll use is the captain agrees to take the PCs to where they're going for free if they help repair the ship. With 0 successes the captain thinks the characters are pirates part way through the voyage and locks them up to be turned over the authorities upon arrival at the stated destination. So they still get there, but the characters are in a bigger mess than when they started. Note that this type of result shouldn't stop the action outright, but somehow push the characters forward and at the same time make things worse. You might also make this the PC unintentionally cause a mutiny against the captain just for taking them. A result of 1-2 the characters do horrible shoddy work, and the captain agrees to take them at triple the normal rate, and make them pay for their own food. The crew also hates them and refuses to do anything to protect them (should that be relevant). Some of them might even try to attack the PCs at night. Results in the 3-5 range might make the PCs do something to offend the captain or crew, not enough to turn back on the captain's word, but enough that they will go out of their way to make life miserable for the PCs. Getting a 6-9 might put off one NPC crew member who makes it his mission to hate on the PCs and do what he can to make their voyage horrible. 10-11 is the expected result. The PCs get a hassle free trip to their destination at no charge. 12-15 is a fantastic success. The PCs improve the ship in some way and get to their destination in record time. 16+ Same as 12-15 but the captain pays the PCs a stipend for the amazing work they've done. The core idea here is that if every one of four PCs is successful every pass than they get 20 success. However, that's unlikely and combined with Dausuul's fluctuating success score the PCs are probably going to get somewhere between 6 and 12 with an average DC to beat. [/QUOTE]
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