Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Why I like skill challenges as a noncombat resolution mechanic
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Crazy Jerome" data-source="post: 5966422" data-attributes="member: 54877"><p>What you are describing is for action to action, micro-level stuff. But I find it interesting that this is very similar to the structure that Mouse Guard uses at the opposite extreme, going from one "adventure" to the next. Basically, after the players have taking a few shots at solving whatever they are trying to handle (win or lose), the DM has a "turn" to introduce complications. If they had a lot of success during the "player turn", they can negate and/or trade some of that in for stuff they want, but if they had a rough time, they may have needed to avoid injury by giving the DM the right to hit them harder on his "turn."</p><p> </p><p>Basically, the structure is that you can try anything you want, but eventually you run out of "attempts". Running out of attempts lets the DM hit you mildly. But failing badly lets the DM hit you harder, while great success lets you avoid some of the later hits.</p><p> </p><p>In something like a 4E skill challenge, drifted to this, I'd set up a couple of options for the players:</p><p> </p><p>1. You can go for something "neutral" on your turn, which is basically a low-risk, low-reward option. You have to beat the normal DC by 5 to achieve a success in the challenge, but you have to fail it by 10 to get a failure. Usually, this doesn't accomplish anything, but it is better odds than sitting out your turn if nothing good presents itself. Crucially, if you make the normal check, you get to mitigate/cancel a mild complication. If you fail the normal check, the DM hits you with an extra one. (This would be exclusive with the success/fail results at the ends.)</p><p> </p><p>2. If you go for a more normal check, ti's succeed on normal DC, fail on DC -5, and minor complication in the middle. </p><p> </p><p>After everyone has given it their best shot in a round of checks, the DM gets to unleash the complications. </p><p> </p><p>I may have the math off (talk about needing playtesting), but the idea here is that you can "succeed" on the main challenge but still pile up a bunch of complication that may affect you downstream. Or you can "fail" the challenge outright, of course but his is a lot less likely than in 4E standard. Or you can "fail" by building up some many complications that the players decide to abandon the challenge as more trouble than its worth or too hot to now handle. The normal SC fail state can now be "hard fail" with serious consequences, because it is relatively rare. The usual failure is now that party works through the challenge, getting the XP, but now has to deal with the side effects. In this case, I would not give XP for a hard fail.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5966422, member: 54877"] What you are describing is for action to action, micro-level stuff. But I find it interesting that this is very similar to the structure that Mouse Guard uses at the opposite extreme, going from one "adventure" to the next. Basically, after the players have taking a few shots at solving whatever they are trying to handle (win or lose), the DM has a "turn" to introduce complications. If they had a lot of success during the "player turn", they can negate and/or trade some of that in for stuff they want, but if they had a rough time, they may have needed to avoid injury by giving the DM the right to hit them harder on his "turn." Basically, the structure is that you can try anything you want, but eventually you run out of "attempts". Running out of attempts lets the DM hit you mildly. But failing badly lets the DM hit you harder, while great success lets you avoid some of the later hits. In something like a 4E skill challenge, drifted to this, I'd set up a couple of options for the players: 1. You can go for something "neutral" on your turn, which is basically a low-risk, low-reward option. You have to beat the normal DC by 5 to achieve a success in the challenge, but you have to fail it by 10 to get a failure. Usually, this doesn't accomplish anything, but it is better odds than sitting out your turn if nothing good presents itself. Crucially, if you make the normal check, you get to mitigate/cancel a mild complication. If you fail the normal check, the DM hits you with an extra one. (This would be exclusive with the success/fail results at the ends.) 2. If you go for a more normal check, ti's succeed on normal DC, fail on DC -5, and minor complication in the middle. After everyone has given it their best shot in a round of checks, the DM gets to unleash the complications. I may have the math off (talk about needing playtesting), but the idea here is that you can "succeed" on the main challenge but still pile up a bunch of complication that may affect you downstream. Or you can "fail" the challenge outright, of course but his is a lot less likely than in 4E standard. Or you can "fail" by building up some many complications that the players decide to abandon the challenge as more trouble than its worth or too hot to now handle. The normal SC fail state can now be "hard fail" with serious consequences, because it is relatively rare. The usual failure is now that party works through the challenge, getting the XP, but now has to deal with the side effects. In this case, I would not give XP for a hard fail. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Why I like skill challenges as a noncombat resolution mechanic
Top