Skill Challenges: Difference between revisions

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m (Just corrected some minor spelling changes - "ease" to "easy" in the difficulty chart; "bandets" to "bandits" in the Example Skill Challenges area, and "Wildernes" to "Wilderness" in the same section.)
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=== Skill Challenges ===
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When one of your players attempts something that has a chance of failure, ask them for an Attribute check to determine their level of success.  
When one of your players attempts something that has a chance of failure, ask them for an Attribute check to determine their level of success.  


Ask for one of seven Attribute checks: STR, DEX, END, AWR, INT, CHA, or LUCK. These correspond to the seven [[Attributes]] of the same name (note that there are not COR checks).  
Ask for one of seven Attribute checks: STR, DEX, END, AWR, INT, CHA, or LUCK. These correspond to the seven Attributes of the same name (note that there are not COR checks).  


To make a skill check, your player will roll 1d20 and add their Attribute points from the relevant Attribute.  
To make a skill check, your player will roll 1d20 and add their Attribute points from the relevant Attribute.  
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For example, assume that Marcus is level 1. If the MC asks Marcus to make a Charisma roll to convince a local official to offer aid, then Marcus would roll 1d20 + his CHA, or 1d20+2. However, Marcus also has +3 in the Persuading skill, so he could remind the MC of this and make the roll at +5 instead: +2 from his Charisma, and +3 from his Persuading bonus.  
For example, assume that Marcus is level 1. If the MC asks Marcus to make a Charisma roll to convince a local official to offer aid, then Marcus would roll 1d20 + his CHA, or 1d20+2. However, Marcus also has +3 in the Persuading skill, so he could remind the MC of this and make the roll at +5 instead: +2 from his Charisma, and +3 from his Persuading bonus.  


Players can use Attribute checks and [[skills]] to attempt all manner of [[actions]], from spreading rumors in a tavern to sneaking through a dungeon to foraging for food in the woods.
Players can use Attribute checks and skills to attempt all manner of actions, from spreading rumors in a tavern to sneaking through a dungeon to foraging for food in the woods.


==== Setting Difficulty ====
== Setting Difficulty ==
As an MC, when you consider how difficult an Attribute should be, use these [[Guiding Principles|guiding principles]] and adopt them to the specific circumstance in question.
As an MC, when you consider how difficult an Attribute should be, use these [[guiding principles]] and adopt them to the specific circumstance in question.


==== Tiered Success ====
=== Tiered Success ===
It is narratively rewarding to set up an Attribute Check with different tiers of success. Using the above example, if Marcus is attempting to persuade a local official to lend aid to the party, then perhaps there are four possible outcomes, depending on how high Marcus rolls:  
It is narratively rewarding to set up an Attribute Check with different tiers of success. Using the above example, if Marcus is attempting to persuade a local official to lend aid to the party, then perhaps there are four possible outcomes, depending on how high Marcus rolls:  


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4. The official might even give the heroes a formal writ that lets them act with the official’s legal blessing, giving them more access throughout the city.  
4. The official might even give the heroes a formal writ that lets them act with the official’s legal blessing, giving them more access throughout the city.  


==== Failing Forward ====
=== Failing Forward ===
When designing a skill check, it is important to keep in mind that even failure should lead to progression in the story. For example, if characters are trying to sneak into an enemy stronghold, then failure might lead to [[combat]]; this still moves the story forward in a meaningful way.  
When designing a skill check, it is important to keep in mind that even failure should lead to progression in the story. For example, if characters are trying to sneak into an enemy stronghold, then failure might lead to [[combat]]; this still moves the story forward in a meaningful way.  


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=== Example Skill Challenges ===
== Example Skill Challenges ==
Here are a couple situations where you might ask your party to make some skill checks. The Difficulties in these examples assume a party of four Adventurers that are all level 3 or lower.
Here are a couple situations where you might ask your party to make some skill checks. The Difficulties in these examples assume a party of four Adventurers that are all level 3 or lower.


==== Rumors of bandits ====
'''Rumors of bandits'''
The heroes have heard that there is a roving pack of bandits in the area, so they take it upon themselves to investigate. In order to quickly find the [[bandit]] group, the adventurers need to ask traveling merchants and local farmers and hunters if they’ve gotten word of the bandits or seen anything suspicious of late.
 
The heroes have heard that there is a roving pack of bandits in the area, so they take it upon themselves to investigate. In order to quickly find the bandit group, the adventurers need to ask traveling merchants and local farmers and hunters if they’ve gotten word of the bandits or seen anything suspicious of late.


The adventurers can make CHA or INT checks to gain more information on them. If the heroes have the relevant Skills, they might want to add their Eavesdropping, Gossipping, Intimidating, Persuading, or Savoir Faire bonuses.
The adventurers can make CHA or INT checks to gain more information on them. If the heroes have the relevant Skills, they might want to add their Eavesdropping, Gossipping, Intimidating, Persuading, or Savoir Faire bonuses.
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Conversely, if the adventurers collectively get more than 6 successes, then when they find the bandit group, run the battle with one fewer bandit as the group has realized that they are being investigated and one of their less committed members decided to abandon them
Conversely, if the adventurers collectively get more than 6 successes, then when they find the bandit group, run the battle with one fewer bandit as the group has realized that they are being investigated and one of their less committed members decided to abandon them


==== Wilderness Survival ====
'''Wilderness Survival'''
 
When the heroes try to camp, they can roll AWR checks to try to make camp. They might add Foraging or Sheltering bonuses.  
When the heroes try to camp, they can roll AWR checks to try to make camp. They might add Foraging or Sheltering bonuses.  


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