Skill Tests

Mysterious Hu

First Post
Assumptions
I have based the odds in this system on the following assumptions (if these are wrong, could you please tell me so I can correct the numbers?):

  • Using the standard array each 1st level character will have a total of ability modifier of +7.
  • Non-human characters gain a further ability modifier of +2.
  • Human characters gain a +1 ability modifier.
  • The average ability modifier therefore will be approximately +1.5.
  • Non-human characters gain a +5 trained bonus to approximately four skills.
  • Non- human characters gain a further +2 racial bonus to two skills.
  • Human characters gain a +5 trained bonus to approximately five skills.
  • Therefore, the average 1st level character will have 24 to 25 skill points spread over 17 skills.
  • The average combined training and racial bonus therefore will be approximately +1.5.
  • The average 1st level Skill Bonus will be approximately +3.
  • That Wizards of the Coast are correct in their assumption, that beyond 1st Level, a character’s modifiers increase by approximately +0.666 per level.
The above assumptions ignore the effects of armour. If a party contains a lot of character’s dressed in heavy armour, they will probably avoid situations requiring stealth; or simply ignore the option and wade straight in to combat.

Providing that the players do not select similar skills during character creation or training; a large party will probably have a better coverage of Skill Bonuses than a small party. This might increase the party’s average skill bonus and so increase their chances of succeeding in Skill Tests. However, players in a larger party will probably have less quality playing time than those in a smaller party. Any slight increase in the effectiveness of a larger party will help to gloss over the fact that each player probably gets to spend less time in the limelight.

Skill Tests
A Skill Test represents an opportunity for the player characters to gain an advantage or avoid an unwanted confrontation. During a Skill Test, each of the characters involved are required to make an appropriate Skill Roll. If a sufficient number of the Skill Rolls are successful, the Skill Test is a success and the party gains a reward. If the party do not succeed at the Skill Test, they suffer some sort of penalty or hardship. Rewards and penalties are determined by the GM.

Each Skill Test has a Difficulty Class (DC). This is the target number for each individual character’s Skill Roll. The DC is based on a number of factors; including group size, the drama of the situation and the challenge the DM wants the Skill Test to pose.

Averaging Skill Bonuses


Some times a character will attempt an action that relies upon two or more skills. When this occurs, add the character’s relevant Skill Bonuses together and divide the total by the number of skills.
  • A rogue attempts to pass herself as a monk in a temple. The Bluff and Religion Skills are both relevant, so the rogue’s Skill Bonus would be equal to Bluff plus Religion divided by two.
  • A ranger has hidden himself in a copse of trees only to have a goblin raiding party come and camp right on top of him. He wants to use natural cover to remain hidden throughout the day until the goblins move on. The Endurance, Nature and Stealth Skills are all relevant, so the ranger’s Skill Bonus is equal to Endurance plus Nature plus Stealth, divided by three.
Group Size
Group Size is a measure of the number of character’s attempting to achieve a goal. Characters may be using different skills and attempting different actions, but if they are all pursuing the same goal, they count towards the Group Size.

Six characters are attempting to gain access to a watchtower without raising the alarm. Four of the characters (defenders and leaders) have heavy armour that would interfere with stealth and climbing. They also have poor Stealth Skills. The other two characters (a striker and a controller) have light armour and happen to be trained in Stealth.

The party discusses their options and arrives at a plan. The defenders and leaders will ride up to the watchtower after dark and will demand admittance in the threatening manner. When they are denied entry, they will make camp nearby and pretend to go to sleep. The striker and the controller will use the diversion to silently scale the rear wall of the tower and find somewhere to hide for an hour or two. They will then walk down to the entrance like they have every right in the world to be wandering around the tower at night. Finally, the will raise the portcullis to allow the defenders and leaders in.

The party’s objective is to get in to the watchtower unnoticed. As they are all contributing to the same goal, the Party Size is six. The striker and the controller will roll the average of their Athletics, Stealth and Bluff Skills. The defenders and controllers will roll the average of their Bluff and Intimidate Skills.

The same party might decided to split up instead. The striker and the controller could try to slip into the watchtower alone, while the defenders and leaders ride off to do something else. In this case, the striker and controller would have a Group Size of two.

Note: Because of the way the odds work out, there is always a slight bias in favour of Groups that contain an even number of members.

Drama
If a player provides a particularly cunning plan or an especially dramatic or appropriate description of a character’s actions; the GM can award a +2 drama bonus to the character’s Skill Roll.

Challenge
The DM selects the Challenge level of a Skill Test. For an easier Skill Test, reduce the DC by -2. For a more difficult Skill Test, increase the DC +2.

Difficulty Class
Cross reference the Party’s level with the Group Size to determine the DC for each the character’s Skill Roll. If a character’s Skill Roll is equal to or greater than the DC, the character scores a success.


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Number of Successes
If the party are searching for a secret door in a chamber, realistically only one of them needs to succeed for the door to be found. If the party are attempting to sneak past a guard post without raising the alarm, realistically everyone one of them might need to succeed. However, for the sake of simplicity; these rules assume that at least half of the group need to succeed in order that the entire group succeeds. If the group contains an odd number of characters, round the fraction up; so a group of 5 characters would need to roll at least 3 successes.

That's the end of the information about Skill Tests; though I may well expand and clarify if necessary. The following is a related snippet regarding that old standby of D&D; the Wandering Monsters.

Safe Havens, Danger Zones & Wandering Monsters
A Safe Haven is a place where the party can relax and unwind without threat of immanent attack. A party can take a Long Rest in a Safe Haven without fear of interruption. The DM can designate any area as a Safe Haven if it makes sense within the adventure:

  • A cave in the mountains might be a Safe Haven if the only threat in the area comes from the local lord’s thugs.
  • A tavern in a city might not be a Safe Haven if the party are being hunted by the members of an assassin cult.
  • A chamber in the depths of a dungeon might be a Safe Haven if the inhabitants of the dungeon are constructs or undead and do not wander from room to room.
Any area that is not a Safe Haven can be assumed to be a Danger Zone. A Danger Zone is an area in which dangerous creatures patrol or wander about. If a party attempts to take a Long Rest in a Danger Zone, they will have to take a Skill Test. The skills tested will depend upon the environment and the characters’ actions:

  • If the party is camping in the wilderness, they will have to make a Nature Skill Test.
  • If the party is holed-up in a dungeon, the will have to make a Dungeoneering Skill Test.
  • If the party is laying low in a town, the will have to make a Streetwise Skill Test.
  • If the party requests the protection of a local dignitary, they will have to make a Bluff or Diplomacy Skill Test, modified by the patron’s background: Acrobatics to impress leader of a group of travelling players, Arcana for a wizard, History for a scholar, Religion for a Cleric, Streetwise for a crime lord, etc.
If the Skill Test is successful, the party will enjoy an uninterrupted Long Rest. If the Skill Test is failed, the party will rest for 1d6 hours before being attacked by a group of Wandering Monsters.

A Wandering Monster encounter is a balanced encounter against an enemy appropriate to the location. If the party defeats the Wandering Monsters, the characters can either abandon their Long Rest, or continue it from the point at which it was interrupted. If the party continues their Long Rest, they will have to make another Skill Test, with the possibility of encountering further Wandering Monsters. A particularly unfortunate party, that failed each skill test and rolled a ‘1’ each time they determined how many hours pass before their next Wandering Monster encounter, could face six groups of Wandering Monsters before finishing their Long Rest.
 
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Assumptions

I have based the odds in this system on the following assumptions (if these are wrong, could you please tell me so I can correct the numbers?):

  • Using the standard array each 1st level character will have a total of ability modifier of +7.
  • Non-human characters gain a further ability modifier of +2.
  • Human characters gain a +1 ability modifier.
  • The average ability modifier therefore will be approximately +1.5.
  • Non-human characters gain a +5 trained bonus to approximately four skills.
  • Non- human characters gain a further +2 racial bonus to two skills.
  • Human characters gain a +5 trained bonus to approximately five skills.
  • Therefore, the average 1st level character will have 24 to 25 skill points spread over 17 skills.
  • The average combined training and racial bonus therefore will be approximately +1.5.
  • The average 1st level Skill Bonus will be approximately +3.
  • That Wizards of the Coast are correct in their assumption, that beyond 1st Level, a character’s modifiers increase by approximately +0.666 per level.
There is a problem with this assumption - it assumes the skill modifiers are spread evenly across all skills. This is not true - most characters will have a few skills that they are good at (the trained skills) and the rest will be not so good, and players don't choose skills at random - they will choose to use the skills they are trained in. Hence the actual skill modifier used is generally going to be much higher than +3 at 1st level.

By the way, what success probability are you aiming for with this system?
 

I am assuming that the GM will spread the Skill Tests around to try and cover as many differnet situations as possible. This should force the players to use a wide range of skills; some of which will be less than impressive. If the players can come up with methods of shoehorning their best skills into an unlikely test, then they will reap the reward for their inventiveness by gaining the use of their high Skill Bonus.

A party relying on an average (+3+(level x 0.666)) Skill Bonus should succeed approximately 50% of the time (I think - if I got my maths correct). Inventive use of highly trained skills and dramatic descriptions can both be used by players to boost their characters' chances of success.
 

Should the skill test result in 50% success?

Have no problem with that. But on the other hand, you could choose either of the unbalanced choices. Or even both of the unbalanced choices, depending on the circumstances.

1. Lottery
In this choice, the odds are slim. So instead of 50% you could have 10% chance. But the players choose to proceed anyway, because the rewards are great. Players enjoy this even more if the odds actually seems tougher than they are. So if you employ a statistical ruse here, so much the better.

2. Easy bet
Here the player thinks they should have little trouble with the challenge. Instead of 50%, they have 90% likelihood. The drama comes from a dire downside. Not sure how to leverage this one for best play action.
 

Thanks for the input

I was aiming for 50% because I was looking to use the same basic DC through my games, with some slight adjustment (+/-2) to reflect complexity.

If you have a party rolling for “1 success" or “all successes” the odds rapidly go off the scale. If you have 5 characters each with a 50% chance of success and you require only one success, they will succeed 96.88% of the time. The same party attempting an action that requires them all to succeed will triumph 3.13% of the time.

The odds of success and failure are also affected by your party size; a group of three characters would succeed at an “1 success” action 87.5% of the time and at an “all successes” action 12.5% of the time. These odds would change to 93.75% and 6.25% for a four member group and 94.88% and 1.56% for a six member group.


Sorry if I'm teaching my grandmother to suck eggs with the above :)



If the players complain about the requirement for a fixed number of successes, it can be explained as the effects of intra-party co-operation.
  • In an action requiring only one success, you can say that the additional success represent aid given by the less able party members to most successful one. Without this aid, the most successful character would have still failed.
  • In an action requiring everyone to succeed, you can describe how the more successful characters aid their less successful colleagues.
In this system everything is a group effort.


I am looking to use this Skill Tests as switches between combat encounters. Success will allow the party to avoid a combat encounter or gain an advantage in the fight. Failure will lead to the standard encounter. This is rather in the mood of MMORGs, with the Skill Tests taking the place of Cut Scenes that advance the plot and the combat encounters acting as obstacles between cut scenes.

Here is an example (no doubt, in actual play, the party would make choices different from those given below and the GM would have to improvise accordingly):

Quest: The Hunt for Red Octopus
Lord Greyoak has placed a bounty on the head of an infamous smuggler, known only as the Red Octopus.


Encounter 1
The party take up the challenge and attempt to find a clue to the Red Octopus's true identity.
  • Skill Test: The party attempts to find a lead (Insight, Intimidation and Streetwise to question the local criminals, Bluff, Diplomacy and Insight to ask questions around court)
  • Success: The party learn that strange nocturnal lights have been seen on a remove beach, know locally as Ghosthead Cove. Those in the know suspect that te cove is being used by the Red Octopus's gang as a landing place for contraband. The party's investigation is so skillful that the smugglers do not get to hear of it.
  • Failure: The party discover the same information; however, their hamfisted investigation attracts the attention of their prey. The party is attacked by agents of the Red Octopus.
  • Reward: Standard XP for an encounter.
Encounter 2

The party attempt to stake out Ghosthead Cove.
  • Skill Test: The party tries to find a safe spot to carryout a covert observation of the beach and its caves (Nature, Perception and Stealth to avoid drawing attention)
  • Success: The party successfully stakes out the cove. A group of smugglers bring in a boat full of contraband and start unloading it into the caves. The party can attack them from ambush, gaining surprise and also choose the starting range of the encounter.
  • Failure: The party are spotted by the guards working for the local landowner, Squire Grimoak. Suspecting that the party are smuggers, the guards attack them. The party may be surprised by the guards if the PCs fail a Pecreption Skill Test. The GM selects the range at the start of the encounter.
  • Special: Squire Greyoak is actually the Red Octopus. His "guards"are members of his gang. They will act to protect their master and will not accept the party's surrender, nor will they be swayed by the party's protestations of innocence.
  • Reward: Standard XP for an encounter. If the party defeated the smugglers, they can seize the villains' contraband; (three parcels of treasure). If the party fought the "guards", the PCs can discover three parcels of treasure in the caves after the fight; contaband from a previous night.
Encounter 3

The Red Octopus was not among the smugglers at Ghosthead Cove.
  • Skill Test: Interrogate survivors to find a fresh lead (Bluff, Insight, Intimidation and Streetwise to extract information)
  • Success: The party find a willing stool-pigeon. They are told how to recognise members of the Red Octopus Gang; the gang make a secret "octopus" sign with their fingers to identify themselfves to each other. The informant also tells the PCs that the Red Octopus meets his underlings during the weekly prayers at the Temple of Melora in Oakton.
  • Failure: The party are tricked by an apparently helpful prisoner. He tells the PCs to go to a certain priest at the Temple of Melora and to tell him a password. He claims that the priest will think that the PCs are prospective customers for the Red Octopus's contraband. Actually, this is a pre-arranged trap for anyone investigating the gang's operation. The priest will direct the PCs to a rough tavern where they will be attacked by some of the Red Octopus's thugs.Once the party has defeat these thugs, they will get enough time for a short rest before the Red Octopus turns up with more henchmen; go straight in to Encounter 4 and treat it as though the party had failed the Skill Test for that encounter too.
  • Reward: Standard XP for an encounter.
Encounter 4

The party follow the Red Octopus’s trail to the shrine of the seagod.
  • Skill Test: Attempt to stake out the temple without attracting attention (Religion and Bluff or Streetwise to blend with the priests and supplicants. Streetwise and Stealth to lurk in the shadows).
  • Success: The party avoid drawing attention to themselves. They see some men making the secret "octopus" sign with their hands. One of the men keeps his face hidden by a hooded cloak. From the deference shown him by the other suspects; this man is obviously some sort of ringleader. This is the Red Octopus. The party gain surprise in the encounter and can select the starting range.
  • Failure: The party have been spotted. The Red Octopus leads a group of thugs to slay the party. The party is may be surprised and the GM selects the starting range for the encounter.
  • Special: The Red Octopus has a magic item; the Belt of Sanguine Escape. If he is bloodied, he is immediately teleported away to a safe location. During the fight, the Red Octopus accidentally drops a dagger emblazoned with a heraldic crest. This crest is very similar to the one used by the family of the Lord Greyoak.
  • Reward: Standard XP for an encounter and a parcel of treasure; the Red Octopus’s dagger is a Magic Item of appropriate level for the party.
Encounter 5

The party attempt to investigate the clue of the dagger.
  • Skill Test: The party attempt to find out who the Red Octopus is without casting a shadow on their employer’s honour (Bluff, Diplomacy and Insight to intrigue around court. Insight, Intimidation and Streetwise to gossip with underlings, servants and local commoners. History to research the Red Octopus’s heraldry).
  • Success: The party discover that Lord Greyoak has a disreputable relative, Squire Grimoak. This man, the descendent of an illegitimate ancestor bears a grudge against the weathy and successful Greyoak clan. Grimoak has a castle in neighbouring wilderness; Grimoak Moor. The wild moorland sweeps down to the sea by Ghosthead Cove. As Justice of the Peace for Grimoak Parish, the squire is in charge of anti-smuggling patrols in the area.
  • Failure: The party discovers the existence of Squire Grimoak. However, they draw attention from the Grimoak's agents at court. They are decoyed to a remote place and are set upon by thugs.
  • Special: If the party inform Lord Greyoak of their findings, he will ask them to arrest his criminal relative.
  • Reward: Standard XP for an encounter and a parcel of treasure (an interim reward from the Lord Greyoak).
Encounter 6

The party travels to Castle Grimoak
  • Skill Test: The party travels across the wilderness (Nature)
  • Success: The party see a pack of wild animals. However, they are able to avoid contact.
  • Failure: The party select a poor campsite and are attacked by a pack of wild animals.
  • Reward: Standard XP for an encounter.
Encounter 7

The party approach Castle Grimoak
  • Skill Test: The party need to get a clear look at Castle Grimoak without drawing attention to themselves (Nature and Stealth)
  • Success: The party find a point overlooking the castle and can make their plans to get inside.
  • Failure: The party are spotted by a roving patrol and are attacked. Once they have dispatched the patrol, the party can get a look at the castle. The alarm may have been raised, possible limiting their choices and making things more difficult for the party in Encounter 8.
  • Reward: Standard XP for an encounter.
Encounter 8

The party need to get close to Squire Grimoak to capture him
  • Skill Test: (Acrobatics, Athletics, Dungeoneering and Stealth to sneak into the castle. Nature, Perception and Stealth to keep the castle under watch until the Red Octopus goes out hunting. Bluff to gain entry to the castle in disguise)
  • Success: The party get close enough to Grim Oak to attempt to capture him. They must defeat his bodyguards. The Party gain surprise and can choose the starting range of the encounter.
  • Failure: The party give themselves away and are attacked by Grimoak and his body guards. The party may be surprised and the GM selects the starting range for the encounter.
  • Special: The party need to capture Red Octopus without bloodying him. If Red Octopus is bloodied, he teleports away and the party will have to proceed to encounter 9; otherwise go straight to Encounter 10.
  • Reward: Standard XP for an encounter. Double the XP reward if Grimoak is captured.
Encounter 9

If Grimoak teleported away from Encounter 8, the party need to find out where he escapes to.
  • Skill Test: Determine the location of Squire Grimoak's escape route (Interrogation to question any captured henchmen. History to recall the family’s ancient holdings in the area. Arcana to calculate the end point of the teleportation by arcane geometry)
  • Success: The party track Grimoak to the long abandoned and most forgotten ruins of Old Grimoak Monor. This was the seat of the Grimoak family in elder, better days and contains a teleport circle linked to Grimoak's magical Belt of Sanguine Escape (if the wearer is bloodied, he automatically teleports to the circle; it only works for members of the Grimoak family). The party can attack Grimoak and his henchmen. Grimoak will have to rely on mundane means of escape.
  • Failure: The party find out about the temple; but too late. Grimoak has fled to safety and will plot his revenge.
  • Reward: If the party capture Grimoak, they gain standard XP for an encounter.
Encounter 10

The party return to their employer to collect their reward. If they failed in Encounter 9 and you don’t want to have any loose ends, Squire Grimoak could attempt to extract his revenge by attacking the party as they go to collect their reward.
  • Skill Test: None
  • Reward: Any remaining parcels of treasure (bounty from Lord Greyoak). If the party are attacked by Grimoak, they will gain standard XP from the encounter. The party has completed a major quest and gains XP.
 
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