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<blockquote data-quote="MwaO" data-source="post: 6829367" data-attributes="member: 12749"><p>Here's where I think I should point out the nature of the DM knowing their players. In general, I tend to do four things:</p><p>I base DCs on what I know my players are capable of achieving. If the PCs have low levels of say physical skills, I either make it clear that I expect them to somehow be able to achieve relatively difficult DCs or I set the DCs based on those skills when it is obvious a skill challenge requires it.</p><p></p><p>I tend to throw in really easy DCs or even auto-successes into my skill challenges - just because a party is high level, they can still find a 10' cliff to climb or an easy lock to pick - it just isn't the focus of the challenge. It helps the PCs understand how far they have come and also reduces the sense of treadmill scaling challenges. A routine poison needle trap that almost killed the Rogue at low level that makes a return in Paragon allowing the </p><p></p><p>I try to make sure that when I design a skill challenge for my group that each PC has something interesting to do. And if the skill challenge doesn't provide that, then I'll redesign it. That's a huge problem with skill challenges in mods as they basically tend to assume that a party with all basic skills is there.</p><p></p><p>Finally, I think about how the party might fail forward. So as an example, to use the rapids as an example. If the party isn't doing well, maybe a combo of perception+dungeoneering sees a tunnel to crash into rather than be dragged underwater. And that tunnel might have some interesting bits of information as a consequence of 'failing' to get to the destination on time. Or they get dragged underwater and miss out on that bit of info, but instead manage to save themselves by finding some ancient boat wreck, with a skeleton who has a sigil ring on its hand. Which when they get to the city, they can find out belonged to some minor noble house. Which could then lead to the knowledge that the heir was murdered by a usurper many years ago and get the PCs involved in some political intrigue. Etc...</p></blockquote><p></p>
[QUOTE="MwaO, post: 6829367, member: 12749"] Here's where I think I should point out the nature of the DM knowing their players. In general, I tend to do four things: I base DCs on what I know my players are capable of achieving. If the PCs have low levels of say physical skills, I either make it clear that I expect them to somehow be able to achieve relatively difficult DCs or I set the DCs based on those skills when it is obvious a skill challenge requires it. I tend to throw in really easy DCs or even auto-successes into my skill challenges - just because a party is high level, they can still find a 10' cliff to climb or an easy lock to pick - it just isn't the focus of the challenge. It helps the PCs understand how far they have come and also reduces the sense of treadmill scaling challenges. A routine poison needle trap that almost killed the Rogue at low level that makes a return in Paragon allowing the I try to make sure that when I design a skill challenge for my group that each PC has something interesting to do. And if the skill challenge doesn't provide that, then I'll redesign it. That's a huge problem with skill challenges in mods as they basically tend to assume that a party with all basic skills is there. Finally, I think about how the party might fail forward. So as an example, to use the rapids as an example. If the party isn't doing well, maybe a combo of perception+dungeoneering sees a tunnel to crash into rather than be dragged underwater. And that tunnel might have some interesting bits of information as a consequence of 'failing' to get to the destination on time. Or they get dragged underwater and miss out on that bit of info, but instead manage to save themselves by finding some ancient boat wreck, with a skeleton who has a sigil ring on its hand. Which when they get to the city, they can find out belonged to some minor noble house. Which could then lead to the knowledge that the heir was murdered by a usurper many years ago and get the PCs involved in some political intrigue. Etc... [/QUOTE]
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