SamSuka
Mike Mearls Games
Mike Mearls Games

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Challenges Redux

This week, I take another pass on a framework for skill challenges for 5e.

Comments

Having a few different approaches might be the best path forward. That's a solid idea. The challenge I see is that most DMs don't like tracking abstract values. I've seen that come up in tests repeatedly.

Mike Mearls

I think it would be a shame to abandon the amazing framework you created with the four degress of success. I tagged you about this on Enworld forums, but those three tables you made could be used in so many ways. That being said, I do enjoy this method of skill challenges, and it works better with the vanilla 5E rules as they are, but only due to raw simplicity. I think manipulating the level of the DC is interesting, but could be better combined with your previous method to have three kinds of Skill Challenges: 1.) Basic Challenge, using the procedures in this specific blog post 2.) Competing Challenge, using the procedures in the last blog post 3.) Gauntlets, combining both procedures for a lengthier challenge, such as invading Smaug's hoard, finding the special gem, and getting out

Marquis

I like the direction of the system but I think it suffers from a similar problem that Complex Traps suffer from, which is that each scenario has to be written out. If you do prep dming, I think this is probably easy enough. If you do improv dming it is harder, and I think it would be very hard to teach to someone with little experience DMing if they are also looking to improv dm. Creating a library of written scenarios that could be searched quick could cover that a bit. As for this scenarios specifically. Since you are working with a 90 ft stretch, you can tell the players they should spread out, and each character within 10 ft. of another character raises that section's DC. If a player fails a check they can attempt athletics to hold themself completely still in an awkward position for the next round or raise their DC. This allows strong characters with bad stealth to still brute force themselves up slowly. For very stealthy characters you could allow them to roll performance to distract the guard who notices, or just make a noise but it raises THAT character's DC instead of the failed character. That allows a very stealthy character to pick up the slack of the rest of the team, but can really start to add up for that character. I think adding something to this effect for people who want a quick few rules they can improv into situations could help. " The party needs 2-3 successes from everyone on skill checks of the "Primary Skill" of this challenge, before 2-3 failures from anyone. If a player fails a roll, that character's DC raises, and they gain 1 failure. Choose 1 or 2 "Recovery" skills for the challenge. A player can attempt a recovery skill check to negate either the failure or the raise in their DC. In addition, any character should be able to attempt to aid another character on their check or negate a failure by raising their own DC. You can also add 3 or 4 event, which use a different skill from your primary Skill, checks, to add additional chances at success or failure to raise or lower difficulty on the fly, or just to be creative." This summary is a slightly different take cause as I was writing it I got to thinking way too much about skill checks (oops). As a DM I am always looking for a summary of how to create things more than I am looking for the things themselves. Thanks for getting me thinking about something I usually gloss over, and only use for narrative effect.

Swiss Calavera


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