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Skill Tests
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<blockquote data-quote="Mysterious Hu" data-source="post: 4429490" data-attributes="member: 74851"><p><span style="font-family: 'Times New Roman'"><span style="color: white"><strong>Assumptions</strong></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="color: white">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?):</span></span></p><p></p><ul> <li data-xf-list-type="ul"><span style="font-family: 'Times New Roman'"><span style="color: white">Using the standard array each 1st level character will have a total of ability modifier of +7.</span></span></li> <li data-xf-list-type="ul"><span style="font-family: 'Times New Roman'"><span style="color: white">Non-human characters gain a further ability modifier of +2.</span></span></li> <li data-xf-list-type="ul"><span style="font-family: 'Times New Roman'"><span style="color: white">Human characters gain a +1 ability modifier.</span></span></li> <li data-xf-list-type="ul"><span style="font-family: 'Times New Roman'"><span style="color: white">The average ability modifier therefore will be approximately +1.5.</span></span></li> <li data-xf-list-type="ul"><span style="font-family: 'Times New Roman'"><span style="color: white">Non-human characters gain a +5 trained bonus to approximately four skills.</span></span></li> <li data-xf-list-type="ul"><span style="font-family: 'Times New Roman'"><span style="color: white">Non- human characters gain a further +2 racial bonus to two skills.</span></span></li> <li data-xf-list-type="ul"><span style="font-family: 'Times New Roman'"><span style="color: white">Human characters gain a +5 trained bonus to approximately five skills.</span></span></li> <li data-xf-list-type="ul"><span style="font-family: 'Times New Roman'"><span style="color: white">Therefore, the average 1st level character will have 24 to 25 skill points spread over 17 skills.</span></span></li> <li data-xf-list-type="ul"><span style="font-family: 'Times New Roman'"><span style="color: white">The average combined training and racial bonus therefore will be approximately +1.5.</span></span></li> <li data-xf-list-type="ul"><span style="font-family: 'Times New Roman'"><span style="color: white">The average 1st level Skill Bonus will be approximately +3.</span></span></li> <li data-xf-list-type="ul"><span style="font-family: 'Times New Roman'"><span style="color: white">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.</span></span></li> </ul><p><span style="font-family: 'Times New Roman'"><span style="color: white">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. </span></span></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="color: white">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.</span></span></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="color: white"><strong>Skill Tests</strong></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="color: white">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.</span></span></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="color: white">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.</span></span></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="color: white"><strong>Averaging Skill Bonuses</strong></span></span></p><p> </p><p></p><p><span style="font-family: 'Times New Roman'"><span style="color: white">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.</span></span></p><ul> <li data-xf-list-type="ul"><span style="font-family: 'Times New Roman'"><span style="color: white">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.</span></span></li> <li data-xf-list-type="ul"><span style="font-family: 'Times New Roman'"><span style="color: white">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.</span></span></li> </ul><p><span style="font-family: 'Times New Roman'"><span style="color: white"><strong>Group Size</strong></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="color: white">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.</span></span></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="color: white"><em>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. </em></span></span></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="color: white"><em>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. </em></span></span></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="color: white"><em>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. </em></span></span></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="color: white"><em>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.</em></span></span></p><p> </p><p>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. </p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="color: white"><strong>Drama</strong></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="color: white">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. </span></span></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="color: white"><strong>Challenge</strong></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="color: white">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. </span></span></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="color: white"><strong>Difficulty Class</strong></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="color: white">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. </span></span></p><p> </p><p> </p><p><img src="http://www.infodump.pwp.blueyonder.co.uk/1218970638.GIF" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="color: white"><strong>Number of Successes</strong></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="color: white">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.</span></span></p><p> </p><p>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.</p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="color: white"><strong>Safe Havens, Danger Zones & Wandering Monsters</strong></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="color: white">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:</span></span></p><p></p><ul> <li data-xf-list-type="ul"><span style="font-family: 'Times New Roman'"><span style="color: white">A cave in the mountains might be a Safe Haven if the only threat in the area comes from the local lord’s thugs.</span></span></li> <li data-xf-list-type="ul"><span style="font-family: 'Times New Roman'"><span style="color: white">A tavern in a city might not be a Safe Haven if the party are being hunted by the members of an assassin cult.</span></span></li> <li data-xf-list-type="ul"><span style="font-family: 'Times New Roman'"><span style="color: white">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.</span></span></li> </ul><p><span style="font-family: 'Times New Roman'"><span style="color: white">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:</span></span></p><p></p><ul> <li data-xf-list-type="ul"><span style="font-family: 'Times New Roman'"><span style="color: white">If the party is camping in the wilderness, they will have to make a Nature Skill Test.</span></span></li> <li data-xf-list-type="ul"><span style="font-family: 'Times New Roman'"><span style="color: white">If the party is holed-up in a dungeon, the will have to make a Dungeoneering Skill Test.</span></span></li> <li data-xf-list-type="ul"><span style="font-family: 'Times New Roman'"><span style="color: white">If the party is laying low in a town, the will have to make a Streetwise Skill Test.</span></span></li> <li data-xf-list-type="ul"><span style="font-family: 'Times New Roman'"><span style="color: white">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.</span></span></li> </ul><p><span style="font-family: 'Times New Roman'"><span style="color: white">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. </span></span></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="color: white">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.</span></span></p></blockquote><p></p>
[QUOTE="Mysterious Hu, post: 4429490, member: 74851"] [FONT=Times New Roman][COLOR=white][B]Assumptions[/B][/COLOR][/FONT] [FONT=Times New Roman][COLOR=white]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?):[/COLOR][/FONT] [LIST] [*][FONT=Times New Roman][COLOR=white]Using the standard array each 1st level character will have a total of ability modifier of +7.[/COLOR][/FONT] [*][FONT=Times New Roman][COLOR=white]Non-human characters gain a further ability modifier of +2.[/COLOR][/FONT] [*][FONT=Times New Roman][COLOR=white]Human characters gain a +1 ability modifier.[/COLOR][/FONT] [*][FONT=Times New Roman][COLOR=white]The average ability modifier therefore will be approximately +1.5.[/COLOR][/FONT] [*][FONT=Times New Roman][COLOR=white]Non-human characters gain a +5 trained bonus to approximately four skills.[/COLOR][/FONT] [*][FONT=Times New Roman][COLOR=white]Non- human characters gain a further +2 racial bonus to two skills.[/COLOR][/FONT] [*][FONT=Times New Roman][COLOR=white]Human characters gain a +5 trained bonus to approximately five skills.[/COLOR][/FONT] [*][FONT=Times New Roman][COLOR=white]Therefore, the average 1st level character will have 24 to 25 skill points spread over 17 skills.[/COLOR][/FONT] [*][FONT=Times New Roman][COLOR=white]The average combined training and racial bonus therefore will be approximately +1.5.[/COLOR][/FONT] [*][FONT=Times New Roman][COLOR=white]The average 1st level Skill Bonus will be approximately +3.[/COLOR][/FONT] [*][FONT=Times New Roman][COLOR=white]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.[/COLOR][/FONT] [/LIST][FONT=Times New Roman][COLOR=white]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. [/COLOR][/FONT] [FONT=Times New Roman][COLOR=white]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.[/COLOR][/FONT] [FONT=Times New Roman][COLOR=white][B]Skill Tests[/B][/COLOR][/FONT] [FONT=Times New Roman][COLOR=white]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.[/COLOR][/FONT] [FONT=Times New Roman][COLOR=white]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.[/COLOR][/FONT] [FONT=Times New Roman][COLOR=white][B]Averaging Skill Bonuses[/B][/COLOR][/FONT] [FONT=Times New Roman][COLOR=white]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.[/COLOR][/FONT] [LIST] [*][FONT=Times New Roman][COLOR=white]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.[/COLOR][/FONT] [*][FONT=Times New Roman][COLOR=white]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.[/COLOR][/FONT] [/LIST][FONT=Times New Roman][COLOR=white][B]Group Size[/B][/COLOR][/FONT] [FONT=Times New Roman][COLOR=white]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.[/COLOR][/FONT] [FONT=Times New Roman][COLOR=white][I]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. [/I][/COLOR][/FONT] [FONT=Times New Roman][COLOR=white][I]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. [/I][/COLOR][/FONT] [FONT=Times New Roman][COLOR=white][I]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. [/I][/COLOR][/FONT] [FONT=Times New Roman][COLOR=white][I]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.[/I][/COLOR][/FONT] 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. [FONT=Times New Roman][COLOR=white][B]Drama[/B][/COLOR][/FONT] [FONT=Times New Roman][COLOR=white]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. [/COLOR][/FONT] [FONT=Times New Roman][COLOR=white][B]Challenge[/B][/COLOR][/FONT] [FONT=Times New Roman][COLOR=white]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. [/COLOR][/FONT] [FONT=Times New Roman][COLOR=white][B]Difficulty Class[/B][/COLOR][/FONT] [FONT=Times New Roman][COLOR=white]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. [/COLOR][/FONT] [IMG]http://www.infodump.pwp.blueyonder.co.uk/1218970638.GIF[/IMG] [FONT=Times New Roman][COLOR=white][B]Number of Successes[/B][/COLOR][/FONT] [FONT=Times New Roman][COLOR=white]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.[/COLOR][/FONT] 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. [FONT=Times New Roman][COLOR=white][B]Safe Havens, Danger Zones & Wandering Monsters[/B][/COLOR][/FONT] [FONT=Times New Roman][COLOR=white]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:[/COLOR][/FONT] [LIST] [*][FONT=Times New Roman][COLOR=white]A cave in the mountains might be a Safe Haven if the only threat in the area comes from the local lord’s thugs.[/COLOR][/FONT] [*][FONT=Times New Roman][COLOR=white]A tavern in a city might not be a Safe Haven if the party are being hunted by the members of an assassin cult.[/COLOR][/FONT] [*][FONT=Times New Roman][COLOR=white]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.[/COLOR][/FONT] [/LIST][FONT=Times New Roman][COLOR=white]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:[/COLOR][/FONT] [LIST] [*][FONT=Times New Roman][COLOR=white]If the party is camping in the wilderness, they will have to make a Nature Skill Test.[/COLOR][/FONT] [*][FONT=Times New Roman][COLOR=white]If the party is holed-up in a dungeon, the will have to make a Dungeoneering Skill Test.[/COLOR][/FONT] [*][FONT=Times New Roman][COLOR=white]If the party is laying low in a town, the will have to make a Streetwise Skill Test.[/COLOR][/FONT] [*][FONT=Times New Roman][COLOR=white]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.[/COLOR][/FONT] [/LIST][FONT=Times New Roman][COLOR=white]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. [/COLOR][/FONT] [FONT=Times New Roman][COLOR=white]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.[/COLOR][/FONT] [/QUOTE]
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