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General Tabletop Discussion
*Dungeons & Dragons
Skill Challenges: Individual Failure
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<blockquote data-quote="Sunseeker" data-source="post: 6058226"><p>This can work in certain situations, but this really only becomes an issue when you only provide players with ONE way to succeed. Lets say you have to assemble a puzzle. The only way to finish the puzzle is to match up the pieces right? Lets say that this is Insight. Well, how do players with low insight scores help? They can't really. There's no reason for them to even roll because with a DC25, that character with the +4 insight is never going to succeed(unless you consider 20 to be an auto-success, regardless of if they beat the DC). In my games, we used copious amounts of the "assisting" rule, which can be described in whatever way you see fit.</p><p></p><p>Personally I think the key is just providing multiple ways to success. Translating an ancient magical tome might require History(int) and Arcana(int) to begin with. But some of the information is missing or cannot be reasonably translated by your group, so now you need to get in touch with new sources of information, Streetwise(cha), Religion(int), Diplomacy(cha), who in turn might demand some tasks from you, such as recovering a stolen artifact, Thievery(dex), or transporting some large goods, Athletics(str). With such a system, all players get to contribute to the translating of the magical tome, instead of one or two simply rolling over and over again because they have the high scores.</p><p></p><p>Individual failure can lead to lack of participation just as much as group failure can, simply because if you present skill-challenges that only cater to a certain range of skills, those people aren't even going to bother.</p></blockquote><p></p>
[QUOTE="Sunseeker, post: 6058226"] This can work in certain situations, but this really only becomes an issue when you only provide players with ONE way to succeed. Lets say you have to assemble a puzzle. The only way to finish the puzzle is to match up the pieces right? Lets say that this is Insight. Well, how do players with low insight scores help? They can't really. There's no reason for them to even roll because with a DC25, that character with the +4 insight is never going to succeed(unless you consider 20 to be an auto-success, regardless of if they beat the DC). In my games, we used copious amounts of the "assisting" rule, which can be described in whatever way you see fit. Personally I think the key is just providing multiple ways to success. Translating an ancient magical tome might require History(int) and Arcana(int) to begin with. But some of the information is missing or cannot be reasonably translated by your group, so now you need to get in touch with new sources of information, Streetwise(cha), Religion(int), Diplomacy(cha), who in turn might demand some tasks from you, such as recovering a stolen artifact, Thievery(dex), or transporting some large goods, Athletics(str). With such a system, all players get to contribute to the translating of the magical tome, instead of one or two simply rolling over and over again because they have the high scores. Individual failure can lead to lack of participation just as much as group failure can, simply because if you present skill-challenges that only cater to a certain range of skills, those people aren't even going to bother. [/QUOTE]
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