Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Skill Challenges Open Thread
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Balesir" data-source="post: 6764766" data-attributes="member: 27160"><p>Thanks! The advantage/token stuff is actually just a bit of an extension on what is already in the rules, designed to add a bit of flexibility and make the GM's job in the game more clear/delineated. Tokens come from the set number of "hard" DCs in a challenge, per the RC rules - the GM gets one token per "hard" DC and can choose to use it to make a DC hard, or to apply one of a range of other effects both to inject their own aesthetic into the challenge and to represent "opposition" to the PCs in non-combat situations. The lack of such "opposition" was always something that bugged me about Skill Challenges, as originally written.</p><p></p><p></p><p>You could use temporary loss - either delayed treasure or inoperable items for a time - but I'm finding that in the context of a multi-level campaign simple removal works fine for a few reasons:</p><p></p><p>1) A portion of the treasure is balanced out to be for rituals or other "consumables" in any case, and there is the "sell (old) items for 20% of cost" thing as well, meaning that there is a fair amount of "wastage" built into the system to begin with.</p><p></p><p>2) Because item values multiply by 5 every 5 levels (broadly), losses of a few levels ago become pretty much irrelevant. The current "party worth" is dominated by the at-level items; "old" items swiftly become kibble, in the greater scheme of things.</p><p></p><p>If you just give out treasure parcels according to the DMG guidelines, a pretty large margin of variation creeps in, so obsessing about the value of the party's gear is really not necessary. The loss of an item (or equivalent wealth) is a serious cost - as skill challenge losses should be - but it's not detrimental to game play in the longer term.</p><p></p><p>I should probably mention that we don't use the "Item Rarity" guff - I just add 5 to the level of "Rare" items. They are no longer PC creatable at their old level, and sell for the same as an item of its original level would. Job done. We still use Daily Item Uses - which makes for another useful currency in Skill Challenges <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Balesir, post: 6764766, member: 27160"] Thanks! The advantage/token stuff is actually just a bit of an extension on what is already in the rules, designed to add a bit of flexibility and make the GM's job in the game more clear/delineated. Tokens come from the set number of "hard" DCs in a challenge, per the RC rules - the GM gets one token per "hard" DC and can choose to use it to make a DC hard, or to apply one of a range of other effects both to inject their own aesthetic into the challenge and to represent "opposition" to the PCs in non-combat situations. The lack of such "opposition" was always something that bugged me about Skill Challenges, as originally written. You could use temporary loss - either delayed treasure or inoperable items for a time - but I'm finding that in the context of a multi-level campaign simple removal works fine for a few reasons: 1) A portion of the treasure is balanced out to be for rituals or other "consumables" in any case, and there is the "sell (old) items for 20% of cost" thing as well, meaning that there is a fair amount of "wastage" built into the system to begin with. 2) Because item values multiply by 5 every 5 levels (broadly), losses of a few levels ago become pretty much irrelevant. The current "party worth" is dominated by the at-level items; "old" items swiftly become kibble, in the greater scheme of things. If you just give out treasure parcels according to the DMG guidelines, a pretty large margin of variation creeps in, so obsessing about the value of the party's gear is really not necessary. The loss of an item (or equivalent wealth) is a serious cost - as skill challenge losses should be - but it's not detrimental to game play in the longer term. I should probably mention that we don't use the "Item Rarity" guff - I just add 5 to the level of "Rare" items. They are no longer PC creatable at their old level, and sell for the same as an item of its original level would. Job done. We still use Daily Item Uses - which makes for another useful currency in Skill Challenges :) [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Skill Challenges Open Thread
Top