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  {{Breadcrumb D&D 2024}} > [[Special Systems]]
  {{Breadcrumb Dungeons & Dragons 2024}} > [[Special Systems]]
 
=Skill Challenges=
 
Based on mechanics proposed by various RPG game designers.
 
* Skill Challenges are explicitly stated. The players are told when a Skill Challenge begins, what the stakes are, how difficult it is, and what the Implied Skills for the challenge are.
* Skills
** Some skills are implied by the challenge. These are called Implied Skills. They can be used in the Skill Challenge without special explanation.
** Any skill that is not implied by the challenge is called is a Creative Skill. These must have a special explanation by the player for why the skill can be used.
** In order to be used, the character must have Proficiency with the chosen skill.
* Stakes
** Each failed skill check during the Skill Challenge one Failure. The Skill Challenge always end unfavorably when it accumulates 3 Failures.
** Stakes can be graduated (for example, "for each Failure, the party takes 1d6 damage") or can be all-or-nothing (for example, "if the Skill Challenge fails, the boat sinks").
** The stakes for each degree of failure is communicated before the Skill Challenge begins.
** The stakes are dictated by the fiction. They can include anything, from narrative inconvenience all the way to character death!
** The stakes can be shared (for example, "the party is cursed") or individual (for example, "each member of the party must make a Constitution Save or be turned to stone").
* Difficulty
** All of the skill checks for the Implied Skills of the Skill Challenge are made at DC 15.
** Skills outside of the Implied Skills may be assigned a higher or lower DC based on how they are applied to the challenge.
** The DC of any check can be altered if the player and GM negotiate circumstantial bonuses, such as expending resources (spells, potions, healing dice).
** The number of Successes required for a favorable outcome is determined by the difficulty of the Skill Challenge: 3 Successes is a Standard Skill Challenge, 6 is a Difficult Skill Challenge, and 9 is a Hard Skill Challenge.
* Structure
** Players take turns in Initiative order.
** On each player turn, they choose a skill that they are Proficient in and explain how they will use that skill to help with the challenge.
** After the explanation is accepted, the player rolls a check using the chosen skill. If the check succeeds, the party gains a Success, and if the check fails the party gains a Failure.
*** Alternatively, if the party has already accumulated all of the Successes they need for a favorable outcome, the player may use a successful Skill roll to reduce the number of Failures by one, if supported by the fiction.
** A player can't use an Implied Skill if they already made a successful check with that skill in the challenge.
** A player can't use a Creative Skill if that skill was already used by any player, whether the check was successful or not.

Revision as of 13:13, 1 August 2025

Main > Systems > Dungeons & Dragons 2024 > Special Systems

Skill Challenges

Based on mechanics proposed by various RPG game designers.

  • Skill Challenges are explicitly stated. The players are told when a Skill Challenge begins, what the stakes are, how difficult it is, and what the Implied Skills for the challenge are.
  • Skills
    • Some skills are implied by the challenge. These are called Implied Skills. They can be used in the Skill Challenge without special explanation.
    • Any skill that is not implied by the challenge is called is a Creative Skill. These must have a special explanation by the player for why the skill can be used.
    • In order to be used, the character must have Proficiency with the chosen skill.
  • Stakes
    • Each failed skill check during the Skill Challenge one Failure. The Skill Challenge always end unfavorably when it accumulates 3 Failures.
    • Stakes can be graduated (for example, "for each Failure, the party takes 1d6 damage") or can be all-or-nothing (for example, "if the Skill Challenge fails, the boat sinks").
    • The stakes for each degree of failure is communicated before the Skill Challenge begins.
    • The stakes are dictated by the fiction. They can include anything, from narrative inconvenience all the way to character death!
    • The stakes can be shared (for example, "the party is cursed") or individual (for example, "each member of the party must make a Constitution Save or be turned to stone").
  • Difficulty
    • All of the skill checks for the Implied Skills of the Skill Challenge are made at DC 15.
    • Skills outside of the Implied Skills may be assigned a higher or lower DC based on how they are applied to the challenge.
    • The DC of any check can be altered if the player and GM negotiate circumstantial bonuses, such as expending resources (spells, potions, healing dice).
    • The number of Successes required for a favorable outcome is determined by the difficulty of the Skill Challenge: 3 Successes is a Standard Skill Challenge, 6 is a Difficult Skill Challenge, and 9 is a Hard Skill Challenge.
  • Structure
    • Players take turns in Initiative order.
    • On each player turn, they choose a skill that they are Proficient in and explain how they will use that skill to help with the challenge.
    • After the explanation is accepted, the player rolls a check using the chosen skill. If the check succeeds, the party gains a Success, and if the check fails the party gains a Failure.
      • Alternatively, if the party has already accumulated all of the Successes they need for a favorable outcome, the player may use a successful Skill roll to reduce the number of Failures by one, if supported by the fiction.
    • A player can't use an Implied Skill if they already made a successful check with that skill in the challenge.
    • A player can't use a Creative Skill if that skill was already used by any player, whether the check was successful or not.