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Using Star Wars SAGA Skill Challenges in 5e
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<blockquote data-quote="Blue" data-source="post: 7529888" data-attributes="member: 20564"><p>At my table we make frequent use of Challenges, which have evolved from the concept of Skill Challenges but hold remarkable little mechanically in common - mathematically the X successes before 3 failures has a non-intuitive relationship to chance of failure (usually punatively) that also has an outsized penalty for characters ebver reaching outside their comfort zones of high skills, plus it assigns the same weight for moving towards success and protecting against failure to all rolls - it assumes a single success and failure on a line.</p><p></p><p>The most important difference between a Skill Challenge and a Challnge is knocking the word "Skill" off - you can "gain successes" through any action. A clever idea, use of an appropriate spell or other consumable resource, bringing in specialized knowledge your character has ("tell him about what they did to his sister").</p><p></p><p>Secondly, some things are clear they work in a boolean matter of advancing success or advancing failure - if you're trying to keep your ship off the rocks in a stornm, a piloting check is a good example. But other checks can just help keep away failures or (in rarer cases) only add to success without increasing the failure track. Pumping out water in the bilge can help prevent sinking and mildly giving you a shallower draft - it prevents failures from sinking but doesn't help that much with getting out of the storm.</p><p></p><p>Which leads into separately tracking one or more success conditions (either exclusive or independent) and one or more failure conditions. Blades in the Dark clocks are a great tech for this - see how much water you've taken on, see how bad your sails are, see how much the progress towards the safe harbor has been made. A social challenge might have several goals you are working toward and some actions might help one part while hurting another. And there could be a failure condition of being thrown out from angering the king, another for losing the support of the count, and a third for convincing the duke to send support to the small town getting attacked by hell hounds.</p></blockquote><p></p>
[QUOTE="Blue, post: 7529888, member: 20564"] At my table we make frequent use of Challenges, which have evolved from the concept of Skill Challenges but hold remarkable little mechanically in common - mathematically the X successes before 3 failures has a non-intuitive relationship to chance of failure (usually punatively) that also has an outsized penalty for characters ebver reaching outside their comfort zones of high skills, plus it assigns the same weight for moving towards success and protecting against failure to all rolls - it assumes a single success and failure on a line. The most important difference between a Skill Challenge and a Challnge is knocking the word "Skill" off - you can "gain successes" through any action. A clever idea, use of an appropriate spell or other consumable resource, bringing in specialized knowledge your character has ("tell him about what they did to his sister"). Secondly, some things are clear they work in a boolean matter of advancing success or advancing failure - if you're trying to keep your ship off the rocks in a stornm, a piloting check is a good example. But other checks can just help keep away failures or (in rarer cases) only add to success without increasing the failure track. Pumping out water in the bilge can help prevent sinking and mildly giving you a shallower draft - it prevents failures from sinking but doesn't help that much with getting out of the storm. Which leads into separately tracking one or more success conditions (either exclusive or independent) and one or more failure conditions. Blades in the Dark clocks are a great tech for this - see how much water you've taken on, see how bad your sails are, see how much the progress towards the safe harbor has been made. A social challenge might have several goals you are working toward and some actions might help one part while hurting another. And there could be a failure condition of being thrown out from angering the king, another for losing the support of the count, and a third for convincing the duke to send support to the small town getting attacked by hell hounds. [/QUOTE]
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