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Community
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*Dungeons & Dragons
Skill Challenges: Individual Failure
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<blockquote data-quote="Fanaelialae" data-source="post: 6058845" data-attributes="member: 53980"><p>I don't think I quite grasp where you're coming from.</p><p></p><p>The way I envision it working, in the case of needing x successes, would be that the PCs need x successes before all of them fail. (Obviously the x successes need under this system would probably need to be modified from that of the original.)</p><p></p><p>In the case of seeing how long something takes, I think it would be quite straight-forward. Each check (or round of checks) consumes x time. PCs who fail cannot contribute successes (unless they "second wind" using a hard difficulty check) meaning that the task takes that much longer. If all of the PCs fail (and there's no failure condition), I suppose they'd simply keep trying to roll hard DCs to get back in the game, with time continuing on for each check/round.</p><p></p><p>In the case of determining whether their repairs are adequate, I would think it would be much like the first case. If the party accrues x successes before they all fail out of the challenge, then the repairs are sufficient. If they don't, then the repairs aren't up to snuff.</p><p></p><p>Timed challenges are certainly a useful element for writing good SCs. That said, it isn't always appropriate to the situation, and moreover, I don't see any conflict with the individualized failure approach. </p><p></p><p>Keep in mind that my idea is that a failure in an SC is the equivalent of having a PC KO'd during combat. (Although unlike a KO'd PC, my suggestion is that that PC should still be able to aid the party, simply to a less extent.) Under normal (non-timed) conditions, the party fails the SC if all PCs are KO'd.</p></blockquote><p></p>
[QUOTE="Fanaelialae, post: 6058845, member: 53980"] I don't think I quite grasp where you're coming from. The way I envision it working, in the case of needing x successes, would be that the PCs need x successes before all of them fail. (Obviously the x successes need under this system would probably need to be modified from that of the original.) In the case of seeing how long something takes, I think it would be quite straight-forward. Each check (or round of checks) consumes x time. PCs who fail cannot contribute successes (unless they "second wind" using a hard difficulty check) meaning that the task takes that much longer. If all of the PCs fail (and there's no failure condition), I suppose they'd simply keep trying to roll hard DCs to get back in the game, with time continuing on for each check/round. In the case of determining whether their repairs are adequate, I would think it would be much like the first case. If the party accrues x successes before they all fail out of the challenge, then the repairs are sufficient. If they don't, then the repairs aren't up to snuff. Timed challenges are certainly a useful element for writing good SCs. That said, it isn't always appropriate to the situation, and moreover, I don't see any conflict with the individualized failure approach. Keep in mind that my idea is that a failure in an SC is the equivalent of having a PC KO'd during combat. (Although unlike a KO'd PC, my suggestion is that that PC should still be able to aid the party, simply to a less extent.) Under normal (non-timed) conditions, the party fails the SC if all PCs are KO'd. [/QUOTE]
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Skill Challenges: Individual Failure
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