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General Tabletop Discussion
*Dungeons & Dragons
Skill Challenges: Individual Failure
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<blockquote data-quote="the Jester" data-source="post: 6058419" data-attributes="member: 1210"><p>Since many skill-challenges have consequences for the party, your idea is only practical sometimes, but it's quite practical at those times. </p><p></p><p>Examples where it works well: Fail a skill challenge, lose healing surges. Fail the skill challenge and take penalties until you have an extended rest. Fail the SC and catch disease. Fail and have enemy spies discover you are investigating the bad guys.</p><p></p><p>Examples where it works poorly: The party needs x successes to find their goal. The SC determines how long something takes to accomplish. The SC determines whether or not a repair job on the party's ship is adequate. </p><p></p><p>Here's something else that I've done to motivate players to participate when they might be discouraged from doing so by their skill lists: the party has, let's say, 3 "rounds" of skill challenge to succeed. If they don't acquire x successes in time, they fail the challenge. This means that the "Maybe not gonna" pcs have more weight in the SC; they can't just sit back and watch. (There's also the whole "you don't act, gain a failure" approach, but that is a bit heavy handed for my taste.)</p></blockquote><p></p>
[QUOTE="the Jester, post: 6058419, member: 1210"] Since many skill-challenges have consequences for the party, your idea is only practical sometimes, but it's quite practical at those times. Examples where it works well: Fail a skill challenge, lose healing surges. Fail the skill challenge and take penalties until you have an extended rest. Fail the SC and catch disease. Fail and have enemy spies discover you are investigating the bad guys. Examples where it works poorly: The party needs x successes to find their goal. The SC determines how long something takes to accomplish. The SC determines whether or not a repair job on the party's ship is adequate. Here's something else that I've done to motivate players to participate when they might be discouraged from doing so by their skill lists: the party has, let's say, 3 "rounds" of skill challenge to succeed. If they don't acquire x successes in time, they fail the challenge. This means that the "Maybe not gonna" pcs have more weight in the SC; they can't just sit back and watch. (There's also the whole "you don't act, gain a failure" approach, but that is a bit heavy handed for my taste.) [/QUOTE]
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Skill Challenges: Individual Failure
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