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Using Star Wars SAGA Skill Challenges in 5e
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<blockquote data-quote="Imaro" data-source="post: 7529966" data-attributes="member: 48965"><p>I'll address some of the thoughts here when I have a little more time... but I wanted to get the summary of challenge effects for the Saga SC system up before doing so, which I think addresses at least some of the concerns that have been posted so far especially around rigidity, costs, binary nature, etc.</p><p></p><p><strong>Challenge Effects</strong></p><p></p><p><em><strong>Antagonist</strong></em></p><p><strong>When to use:</strong> When you want to represent an opponent that actively works against the PC’s as they perform the skill challenge..</p><p><strong>Effect:</strong> The PC’s don’t accrue failures when they fail a skill check. Instead, the antagonist takes its own actions and makes its own skill checks (against the same DC’s faced by the PCs)' and each success the antagonist accrues counts as one failure for the PC’s. The antagonist takes an action each time all the PC’s have taken action, ensuring that failures are accrued only after the PC’s have had a chance to earn successes.</p><p></p><p><em><strong>Catastrophic Failure </strong></em></p><p><strong>When to use:</strong> When the PC's plight is so delicate that a significant failure causes the situation to worsen rapidly.</p><p><strong>Effect:</strong> If a participant fails a skill check by 10 or more, the PCs accrue two failures instead of one.</p><p> </p><p></p><p><strong><em>Changing Objectives: </em></strong></p><p><strong>When to use:</strong> When a more significant shift than usual occurs in the PCs' situation.l</p><p><strong>Effect:</strong> As the PC’s accrue successes and failures, the objectives of the skill challenge change, and the relevant skills and actions available to the PCs change as well.</p><p></p><p><strong><em>Close Call: </em></strong></p><p><strong>When to use:</strong> Use in situations in which the PCs can fail to make progress toward their goal without making overall conditions worse.</p><p><strong>Effect:</strong> With this effect, the PC’s accrue a failure only if they fail a skill check by 5 or more.</p><p></p><p><strong><em>Containment:</em></strong></p><p><strong>When to use:</strong> In situations where the actions of the PC’s can bring only success, not failure.</p><p><strong>Effect:</strong> the PC’s do not accrue failures for failed skill checks. Instead, they accrue a failure only if no PC earns a success during an increment of time predetermined by the Gamemaster</p><p></p><p><em><strong>Degenerating:</strong></em></p><p><strong>When to use:</strong> In situations where failures can make the situation worse without ending the skill challenge.</p><p><strong>Effect:</strong> The challenge does not end when the PC’s accrue three failures. Instead, the general difficulty category for skill checks increases by one step for each failure accrued. For example, on the first failure, easy checks become medium checks, medium checks become hard checks, and so on. Each success decreases the difficulty category by one step. The skill challenge ends when there are no possible skill DCs below a certain general category (as determined by the GM). For example once all skill checks reach very hard.</p><p></p><p><strong><em>Degrees of Failure:</em></strong></p><p><strong>When to use: </strong>When the skill challenge grows more dangerous as the PC’s accrue more failures</p><p><strong>Effect: </strong>The skill challenge ends when three failures are accrued, as normal, but even if the PC’s succeed, they must deal with consequences based on the number of failures accrued during the challenge.</p><p></p><p><strong><em>Degrees of Success:</em></strong></p><p><strong>When to use:</strong> In a situation where incremental benefits can be gained even in the face of ultimate failure.</p><p><strong>Effect:</strong> Each time the PC’s earn a certain number of successes, they gain some type of benefit, regardless of the number of failures they have accrued. The number of successes needed to gain a benefit can vary depending on the skill challenge.</p><p></p><p><strong><em>Extreme Success:</em></strong></p><p><strong>When to use:</strong> In situations where PC’s bring a skill challenge to its conclusion more quickly by pulling off exceptional actions.</p><p><strong>Effect: </strong>If a PC earns a success with a check result that is 10 or more points higher than the target DC, the PC earns two successes for the party instead of one.</p><p></p><p><em><strong>Individual Effort:</strong></em></p><p><strong>When to use:</strong> When resolution of a situation relies on separate PC’s contributions to the challenge.</p><p><strong>Effect:</strong> Each PC must earn a number of individual successes equal to the challenge's complexity before the party accrues enough failures as a whole to fail the challenge</p><p></p><p><strong><em>Opposed DC</em></strong></p><p><strong>When to use:</strong> a situation in which someone or something is actively working to deter the PCs' efforts</p><p><strong>Effect:</strong> the DC is set by the skill check or defense score of an opponent as opposed to the table.</p><p></p><p><strong><em>Recovery</em></strong></p><p><strong>When to use:</strong> In a situation in where the PC’s can make amends for mistakes they made earlier</p><p><strong>Effect:</strong> When a PC succeeds on a check by 5 or more, that PC can choose to remove one failure instead of earning a success</p><p></p><p><strong><em>Restricted Skills </em></strong></p><p><strong>When to use:</strong> a situation in which the same trick will not work more than a few times, if at all.</p><p><strong>Effect:</strong> Forbid certain skills from being used in the challenge or limit the number of times that certain skills can be used, or rule that when a PC accrues a failure with a certain skill, that skill can no longer be used to earn successes</p><p></p><p><strong><em>Second Effort</em></strong></p><p><strong>When to use:</strong> In a situation in which, despite a lack of skill or composure, the PCs may succeed through pure grit and determination.</p><p><strong>Effect:</strong> Any PC who accrues a failure can make a sacrifice to turn that failure into a success. The exact nature of the sacrifice is up to the GM</p><p></p><p><strong><em>Timed Challenge</em></strong></p><p><strong>When to use:</strong> A situation in which the PC’s must worry more about the passage of time than about their individual failures.</p><p><strong>Effect:</strong> the PC’s do not accrue failures for failing skill checks, but instead must earn the required number of successes before a certain amount of time passes (either in rounds or in a more general sense)</p><p></p><p></p><p>EDIT: Next let's take a look at Success & Failure in the SW Saga SC system...</p></blockquote><p></p>
[QUOTE="Imaro, post: 7529966, member: 48965"] I'll address some of the thoughts here when I have a little more time... but I wanted to get the summary of challenge effects for the Saga SC system up before doing so, which I think addresses at least some of the concerns that have been posted so far especially around rigidity, costs, binary nature, etc. [B]Challenge Effects[/B] [I][B]Antagonist[/B][/I] [B]When to use:[/B] When you want to represent an opponent that actively works against the PC’s as they perform the skill challenge.. [B]Effect:[/B] The PC’s don’t accrue failures when they fail a skill check. Instead, the antagonist takes its own actions and makes its own skill checks (against the same DC’s faced by the PCs)' and each success the antagonist accrues counts as one failure for the PC’s. The antagonist takes an action each time all the PC’s have taken action, ensuring that failures are accrued only after the PC’s have had a chance to earn successes. [I][B]Catastrophic Failure [/B][/I] [B]When to use:[/B] When the PC's plight is so delicate that a significant failure causes the situation to worsen rapidly. [B]Effect:[/B] If a participant fails a skill check by 10 or more, the PCs accrue two failures instead of one. [B][I]Changing Objectives: [/I][/B] [B]When to use:[/B] When a more significant shift than usual occurs in the PCs' situation.l [B]Effect:[/B] As the PC’s accrue successes and failures, the objectives of the skill challenge change, and the relevant skills and actions available to the PCs change as well. [B][I]Close Call: [/I][/B] [B]When to use:[/B] Use in situations in which the PCs can fail to make progress toward their goal without making overall conditions worse. [B]Effect:[/B] With this effect, the PC’s accrue a failure only if they fail a skill check by 5 or more. [B][I]Containment:[/I][/B] [B]When to use:[/B] In situations where the actions of the PC’s can bring only success, not failure. [B]Effect:[/B] the PC’s do not accrue failures for failed skill checks. Instead, they accrue a failure only if no PC earns a success during an increment of time predetermined by the Gamemaster [I][B]Degenerating:[/B][/I] [B]When to use:[/B] In situations where failures can make the situation worse without ending the skill challenge. [B]Effect:[/B] The challenge does not end when the PC’s accrue three failures. Instead, the general difficulty category for skill checks increases by one step for each failure accrued. For example, on the first failure, easy checks become medium checks, medium checks become hard checks, and so on. Each success decreases the difficulty category by one step. The skill challenge ends when there are no possible skill DCs below a certain general category (as determined by the GM). For example once all skill checks reach very hard. [B][I]Degrees of Failure:[/I][/B] [B]When to use: [/B]When the skill challenge grows more dangerous as the PC’s accrue more failures [B]Effect: [/B]The skill challenge ends when three failures are accrued, as normal, but even if the PC’s succeed, they must deal with consequences based on the number of failures accrued during the challenge. [B][I]Degrees of Success:[/I][/B] [B]When to use:[/B] In a situation where incremental benefits can be gained even in the face of ultimate failure. [B]Effect:[/B] Each time the PC’s earn a certain number of successes, they gain some type of benefit, regardless of the number of failures they have accrued. The number of successes needed to gain a benefit can vary depending on the skill challenge. [B][I]Extreme Success:[/I][/B] [B]When to use:[/B] In situations where PC’s bring a skill challenge to its conclusion more quickly by pulling off exceptional actions. [B]Effect: [/B]If a PC earns a success with a check result that is 10 or more points higher than the target DC, the PC earns two successes for the party instead of one. [I][B]Individual Effort:[/B][/I] [B]When to use:[/B] When resolution of a situation relies on separate PC’s contributions to the challenge. [B]Effect:[/B] Each PC must earn a number of individual successes equal to the challenge's complexity before the party accrues enough failures as a whole to fail the challenge [B][I]Opposed DC[/I][/B] [B]When to use:[/B] a situation in which someone or something is actively working to deter the PCs' efforts [B]Effect:[/B] the DC is set by the skill check or defense score of an opponent as opposed to the table. [B][I]Recovery[/I][/B] [B]When to use:[/B] In a situation in where the PC’s can make amends for mistakes they made earlier [B]Effect:[/B] When a PC succeeds on a check by 5 or more, that PC can choose to remove one failure instead of earning a success [B][I]Restricted Skills [/I][/B] [B]When to use:[/B] a situation in which the same trick will not work more than a few times, if at all. [B]Effect:[/B] Forbid certain skills from being used in the challenge or limit the number of times that certain skills can be used, or rule that when a PC accrues a failure with a certain skill, that skill can no longer be used to earn successes [B][I]Second Effort[/I][/B] [B]When to use:[/B] In a situation in which, despite a lack of skill or composure, the PCs may succeed through pure grit and determination. [B]Effect:[/B] Any PC who accrues a failure can make a sacrifice to turn that failure into a success. The exact nature of the sacrifice is up to the GM [B][I]Timed Challenge[/I][/B] [B]When to use:[/B] A situation in which the PC’s must worry more about the passage of time than about their individual failures. [B]Effect:[/B] the PC’s do not accrue failures for failing skill checks, but instead must earn the required number of successes before a certain amount of time passes (either in rounds or in a more general sense) EDIT: Next let's take a look at Success & Failure in the SW Saga SC system... [/QUOTE]
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