Imaro
Legend
I wasn't the biggest fan of skill challenges in 4e (presentation, math, advice, and so on... all kind of coalesced to turn me off of them big time in the 4e PHB)... I recently pulled out my Galaxy of Intrigue book for the Star Wars SAGA line and... wow! I'm not sure why 4e didn't just import the rules & advice for skill challenges whole cloth from this book, change the math appropriately for 4e and publish it. Anyway reading over the section has got me thinking I wouldn't mind using the GoI skill challenges in my 5e games so I'm going to make an attempt to go over and adapt them for 5e play... and possibly build one out using the adapted framework
So to begin let's take a look at the steps (in an abbreviated form) for designing a skill challenge in GoI...
1. Choose the concept for your Skill Challenge
a. How does the scene encourage or require skill use
b. What kind of risks can the heroes take to achieve success
c. What provides the tension for the scene
2. Consider the Duration
a. Skill Challenges can span a single scene or multiple scenes
b. SC's can be broken up by other events and encounters
c. Strict guidelines for duration aren't required but consider pacing
3. Determine Tier and Complexity (See Table 1-1 below)
a. Tier is the tier of the challenge or threat your PC's are facing
b. Alternately for a more scaled game tier can be the average tier of your party
c. Complexity 1= 5 successes/ Complexity 2= 8 successes/ Complexity 3= 11 successes
d. Always X successes before 3 failures
4. Set skill DC's
a. Easy: Assign whenever you believe the action would be easy to achieve and represents a good solution to that part of the challenge
b. Medium: Assign when the action should succeed but there is still some risk of failure due to a rare mistake
c. Hard: Assign when the PC's actions use a skill that is not optimal but could possibly produce successful results
d. Very Hard: Assign when the PC's action probably should fail but luck or exceptional skill could produce a miracle
5. Choose Primary Skills (Optional Step)
a. Assign DC's to a small number of skills the PC's are likely to use during the skill challenge
b. You will need to improvise some DC's during the SC (Alternately this step can be ignored and all DC's can be improvised in the moment)
c. These "Primary Skills" are a starting point for the SC, don't let them limit the SC in any way
6. Create Opportunities
a. Opportunities are created by the setting and description of the setting for the skill challenge
b. Presenting multiple characters, locations, objects, scenery, etc. allows players more leeway to come up with interesting actions
7. Add Challenge Effects
a. Small alterations the the game mechanics of the skill challenge that change the way it plays out
b. Add with discretion as some may be incompatible with others.
Table 1-1
[TABLE="width: 500"]
[TR]
[TD]TIER[/TD]
[TD="align: center"]Easy[/TD]
[TD="align: center"]Medium[/TD]
[TD="align: center"]Hard[/TD]
[TD="align: center"]V.Hard[/TD]
[/TR]
[TR]
[TD]1st[/TD]
[TD="align: center"]10[/TD]
[TD="align: center"]15[/TD]
[TD="align: center"]20[/TD]
[TD="align: center"]25[/TD]
[/TR]
[TR]
[TD]2nd[/TD]
[TD="align: center"]11[/TD]
[TD="align: center"]16[/TD]
[TD="align: center"]21[/TD]
[TD="align: center"]26[/TD]
[/TR]
[TR]
[TD]3rd[/TD]
[TD="align: center"]12[/TD]
[TD="align: center"]17[/TD]
[TD="align: center"]22[/TD]
[TD="align: center"]27[/TD]
[/TR]
[TR]
[TD]4th[/TD]
[TD="align: center"]13[/TD]
[TD="align: center"]18[/TD]
[TD="align: center"]23[/TD]
[TD="align: center"]28[/TD]
[/TR]
[TR]
[TD]5th[/TD]
[TD="align: center"]14[/TD]
[TD="align: center"]19[/TD]
[TD="align: center"]24[/TD]
[TD="align: center"]29[/TD]
[/TR]
[/TABLE]
So this is the basic structure for creating a skill challenge in GoI. A few things of note.
1. I think calling out the setting of Primary Skills as optional in the rules is a necessary difference from 4e that allows some leeway for those who desire more organic challenges.
2. Challenge Effects are another key difference that I love and that really should have been a part of the 4e skill challenges. Modular rules one can easily insert into a SC to change the mechanics in order to achieve different types of game play to support different fiction. Oddly enough they address one of my major dislikes about 4e SC's... mainly the fact that the abilities of an NPC or monster have no bearing on DC's... I'll be going into them in more detail in the next post.
3. The option to base the DC's of the Skill Challenge on Threat tier or Character tier isn't a part of the rules but I've changed/included it because I feel it again gives options for a wider variety of play styles when it comes to SC's.
4. I created the DC's based on tiers because it seemed intuitive and to work better with bounded accuracy... that said I am not a math guy and I haven't had an opportunity to play test this yet so the math could be totally broken. would love to hear thoughts around it.
5. For those wondering Tier 5 is 20th level +... where boons and alternate rewards from the DMG come into play.
6. Trying to figure out how to tie Complexity and Tier to the XP system of 5e for rewarding PC's when a SC is completed successfully... any ideas on this would be welcome as well.
7. Also thinking about alternate rewards in the vein of the various failure conditions associated with GoI skill challenges (will be looking at these in a later post as well.
Next up... A look at Challenge Effects
So to begin let's take a look at the steps (in an abbreviated form) for designing a skill challenge in GoI...
1. Choose the concept for your Skill Challenge
a. How does the scene encourage or require skill use
b. What kind of risks can the heroes take to achieve success
c. What provides the tension for the scene
2. Consider the Duration
a. Skill Challenges can span a single scene or multiple scenes
b. SC's can be broken up by other events and encounters
c. Strict guidelines for duration aren't required but consider pacing
3. Determine Tier and Complexity (See Table 1-1 below)
a. Tier is the tier of the challenge or threat your PC's are facing
b. Alternately for a more scaled game tier can be the average tier of your party
c. Complexity 1= 5 successes/ Complexity 2= 8 successes/ Complexity 3= 11 successes
d. Always X successes before 3 failures
4. Set skill DC's
a. Easy: Assign whenever you believe the action would be easy to achieve and represents a good solution to that part of the challenge
b. Medium: Assign when the action should succeed but there is still some risk of failure due to a rare mistake
c. Hard: Assign when the PC's actions use a skill that is not optimal but could possibly produce successful results
d. Very Hard: Assign when the PC's action probably should fail but luck or exceptional skill could produce a miracle
5. Choose Primary Skills (Optional Step)
a. Assign DC's to a small number of skills the PC's are likely to use during the skill challenge
b. You will need to improvise some DC's during the SC (Alternately this step can be ignored and all DC's can be improvised in the moment)
c. These "Primary Skills" are a starting point for the SC, don't let them limit the SC in any way
6. Create Opportunities
a. Opportunities are created by the setting and description of the setting for the skill challenge
b. Presenting multiple characters, locations, objects, scenery, etc. allows players more leeway to come up with interesting actions
7. Add Challenge Effects
a. Small alterations the the game mechanics of the skill challenge that change the way it plays out
b. Add with discretion as some may be incompatible with others.
Table 1-1
[TABLE="width: 500"]
[TR]
[TD]TIER[/TD]
[TD="align: center"]Easy[/TD]
[TD="align: center"]Medium[/TD]
[TD="align: center"]Hard[/TD]
[TD="align: center"]V.Hard[/TD]
[/TR]
[TR]
[TD]1st[/TD]
[TD="align: center"]10[/TD]
[TD="align: center"]15[/TD]
[TD="align: center"]20[/TD]
[TD="align: center"]25[/TD]
[/TR]
[TR]
[TD]2nd[/TD]
[TD="align: center"]11[/TD]
[TD="align: center"]16[/TD]
[TD="align: center"]21[/TD]
[TD="align: center"]26[/TD]
[/TR]
[TR]
[TD]3rd[/TD]
[TD="align: center"]12[/TD]
[TD="align: center"]17[/TD]
[TD="align: center"]22[/TD]
[TD="align: center"]27[/TD]
[/TR]
[TR]
[TD]4th[/TD]
[TD="align: center"]13[/TD]
[TD="align: center"]18[/TD]
[TD="align: center"]23[/TD]
[TD="align: center"]28[/TD]
[/TR]
[TR]
[TD]5th[/TD]
[TD="align: center"]14[/TD]
[TD="align: center"]19[/TD]
[TD="align: center"]24[/TD]
[TD="align: center"]29[/TD]
[/TR]
[/TABLE]
So this is the basic structure for creating a skill challenge in GoI. A few things of note.
1. I think calling out the setting of Primary Skills as optional in the rules is a necessary difference from 4e that allows some leeway for those who desire more organic challenges.
2. Challenge Effects are another key difference that I love and that really should have been a part of the 4e skill challenges. Modular rules one can easily insert into a SC to change the mechanics in order to achieve different types of game play to support different fiction. Oddly enough they address one of my major dislikes about 4e SC's... mainly the fact that the abilities of an NPC or monster have no bearing on DC's... I'll be going into them in more detail in the next post.
3. The option to base the DC's of the Skill Challenge on Threat tier or Character tier isn't a part of the rules but I've changed/included it because I feel it again gives options for a wider variety of play styles when it comes to SC's.
4. I created the DC's based on tiers because it seemed intuitive and to work better with bounded accuracy... that said I am not a math guy and I haven't had an opportunity to play test this yet so the math could be totally broken. would love to hear thoughts around it.
5. For those wondering Tier 5 is 20th level +... where boons and alternate rewards from the DMG come into play.
6. Trying to figure out how to tie Complexity and Tier to the XP system of 5e for rewarding PC's when a SC is completed successfully... any ideas on this would be welcome as well.
7. Also thinking about alternate rewards in the vein of the various failure conditions associated with GoI skill challenges (will be looking at these in a later post as well.
Next up... A look at Challenge Effects