Text Doc Skill Challenges TDC

Download as pdf or txt
Download as pdf or txt
You are on page 1of 3

Advantage on their next roll if you succeed on

The Dungeon Coach your "Aid Ally" roll.

Skill Challenges 7) The DC for these are ten lower, but they still count
towards the failures if they fail, and can't repeat.
Group Challenge where you need to get "X" successes
before you get three failures. There is a set DC for what is
required to get a success (DC can be static throughout the • Optional Rule: "Lair Actions" can be taken at the
check or dynamic). start or end of a round if appropriate.
o Saving throws for danger, be attacked by
Once the challenge starts, players go around and describe something, spell effects, or anything.
what they want to do (not explicitly asking for a check
directly, be creatively descriptive). The DM asks them for 8) Critical Success and failures are worth 2 in their
that check. respective category.

Once the Success or Failure max is reached, the challenge is


over, and that is the result. Variant Rules
**Make sure you know what happens if the group fails** 1) Static vs. Dynamic DCs
o Usually, the DC of the skill challenge is a
Have it set beforehand: whether it triggers on each failure static number that doesn't change. Still, if
OR a total failure: a creative enough idea gets thrown out
1) Each fail could be a Saving throw for damage, puts there, I have been known to lower a DC
them in danger, puts others in danger, etc. by a few points (usually 3), and it does
2) The "total fail" will be more evident and apparent. make sense, especially when it ties into
other things that just happened
#1 Rule: Creativity is King! narratively.
o You can lower down the standard skill
check if you feel that it is an extremely
creative idea.
Skill Challenge – Basic Rules 2) Known vs. Secret DC
o Do you let the players know right off the
bat what the DC of the skill challenge is?
Overview of System Or do they have to wait and figure it out
on the fly just like they would have to do
1) Group Reaches X Success before 3 Fails by making for a monsters AC.
skill checks. o I use both methods here and go back and
forth based on feels right or makes sense
2) Players describe what they do to try and help the storywise. However, there is a sense of
situation, and the DM asks them for a check. tension when a PC rolls, knowing the DC
and then seeing whether they succeed or
fail as it lands.
3) Success or failure is added to the total, and this
keeps going until you reach the Success goal or 3) Initiative or No Initiative
you get three failures. o Now is when I'll talk about whether or
not to roll for initiative. I don't. The feel
4) Players can NOT do repeat skill checks from round of this type of high-intensity skill
to round. challenge is too fluid to put a turn order
on. Not using initiative allows the players
beautifully follow up and play off each
5) Once a skill is used, it can not be used next round other when it makes sense for them. So is
again and not in the same round, so think on your this next round in the same turn order?
feet! No, but I feel like the flow of what each
of the players do is perfect! The other
6) You can take your turn to "Aid Ally," which instead side is having to individually go not
helps a specific PLAYER and grants them knowing what the person before that
goes before them is going to do can Check 1:
create some intense moments where The Cleric makes the rounds of the village, asking the
they have to juggle the scenario and townsfolk to scrounge up whatever silver they could spare, coins,
jewelry, candlesticks, anything. The DM calls for a Charisma plus
improvise to adapt.
Persuasion check, and the Cleric rolls an 8+1(CHA) for a 9, a
failure. With such a meager amount of silver from the
4) Don't ask for a check! impoverished town, the party throws in every silver coin they
o This isn't a rule variant, but I'm going for have to make up the difference to continue with their plan.
it anyway. I don't let my players ASK for
checks; this is also just a general rule at DM Notes: The DC for this skill check was reduced from 15 to 12,
my table that I'd love to do a video on, due to the PCs having just saved ten of the villager's children.
but I want my players to be immersed in
the world and describe what their This first check of collecting silver from the town was a fail, and
the "punishment" was the loss of the players' money to shore up
character would do. Not a human sitting
the amount of silver they still lacked. It's not like they didn't get
at a table, looking at a piece of paper, and
enough silver, but it did cost them. Failure doesn't always mean
saying they are going to make a check. you didn't do the thing you said, but there were just
complications. And the players had to loose however much
My players have become great at this, money to have enough silver.
and they do their thing, and I ask them
for checks. I would challenge players out Check 2:
there, to not just say: "So I want to do an Now its time for the Paladin Blacksmith to get to work,
athletics check to climb the wall" instead himself, and any competent smiths start forging arrowheads, and
spear tips from the gathered silver as fast as they can manage.
of "I run over to the wall and try and find
The DM calls for a Constitution plus Black Smithing Tools check,
handholds to pull myself up." and the Paladin rolls a 13+2(CON)+3(PROF) for an 18, a success.
With all hands on deck, they can make dozens of arrowheads and
5) No repeat success checks! enough spear tips to equip the town guard. Not enough for a
o No repeat checks on a success; this can prolonged battle, but just maybe, enough to hold them off.
be in a round or the whole skill check.
The latter can make it even harder on I loved the Blacksmithing check here, gathering up competent
your players' creativity if you add this smiths and coming together to forge weapons to fight off the
rule! intruders is such a cinematic view of them pounding away at this
silver to make quick and dirty weapons. I also thought it was a
o Once a success roll is gained, whatever
creative decision on the DM's part to have it be a Constitution
skill was used is now off-limits for the
Blacksmithing check since it would be a grueling test of
rest of the challenge. endurance.
o This just promotes more varied gameplay.
Ultimately, skill challenges usually won't Check 3:
go longer than three rounds, so It really The Ranger follows suit and spends his time making
shouldn't be a huge problem. arrows from these silver arrowheads. The DM calls for an Arrow
Crafting check: Dexterity plus Proficiency check, and the Ranger
rolls an 18+4(DEX)+3(PROF) for a 25, a success. With the silver
Example: gathered, spears and arrows crafted and distributed. The village is
as ready as it's going to be!
Contributed by Andre Ouimet in the Comments
The Ranger describes they want to use the skill of arrow
- The Scenario: fletching, but there isn't a check for that. So again, a great check
Werewolves have taken the children, the party tracks down on the fly was made. Dexterity plus Proficiency, because it would
the werewolf den, and waits for them to leave on a hunt. With make sense this character is proficient at this. Success!
most of the pack gone, they quickly sweep in and out to save the As a side note… I love how these three players play off each
children and rush back to the village. They try and cover their other's ideas! It all ties together so beautifully.
tracks as best they can, but they know it is just a matter of time
before the werewolves return and hunt them down. Results from Round 1: 2 (out of 5) Successes and 1 (out of 3)
Failures.
The village had sturdy walls, but a small population with no
weapons capable of harming the lycanthropes. Time is limited, - Round 2: Werewolves Attack !!!
but they have a plan! The party quickly gets to work, preparing for
the assault. With the sun now set, there is only quiet and tension in
the air. The village alarm sounds as the wolves amass at the
The DC of this Skill Challenge is 15 and requires five edge of the tree line, emerging from the dark misty woods.
successes before three failures. The Snarling growls sound like rumbling thunder. A howl
pierces the night, and the Wolven army charges the village
- Round 1: Preparation Phase walls. The night is pitch black, and the mostly human guards
and archers are at a considerable disadvantage to the Check 1:
nocturnal intruders. The Dragonborn Paladin, with his rallying presence, lets
out a Primal Roar, breathing fire into the air and challenging the
Check 1: werewolves, trying to intimidate them, and further inspire his
The Cleric wanted to use their light cantrip on all the allies. The DM calls for an Intimidation Check, and the Paladin
arrows to light up the battlefield. The Cleric clutches their holy rolls a 13+3(CHA (could be STR))+3(PROF) for a 19, a success.
symbol and reaches out to their diety. The DM calls for a Flames from his mouth and the light from his sword the
Spellcasting Ability Check, and the Cleric rolls a 13+3(WIS) for a werewolves resolve is shaken. The Ranger and Cleric come
16, a success. Their eyes flair open with a heavenly glow, with together with the civilian militia and stand as one! With a united
their outstretched hands and illuminate dozens of arrows at a battle-cry and a now blinding light, the werewolves retreat into
time lighting up the night sky! the dark forest tails between their legs. The rallied cries of cheers
to echo through the deserted streets as these simple villagers
DM Notes: Pushing the limit of spells and character abilities can were lifted to fight for their homes, their families, and their lives,
lead to incredible in-game moments. And expand the characters' but now saved by these three heroes.
powers in unique ways. After that moment with the cantrip, I'd
give the cantrip a small permanent boost, it now has a range of DM Notes: Another great example of no initiative being a cool
60ft and can light up to their wisdom modifier of objects at a thing here is that the players know the next roll is the deciding
time. factor, so whos going to step up and do it?!

Check 2: The intimidation decision was beautiful and fit the


The Ranger looks across the battlefield now flooded narrative perfectly. The tides of battle were turning, and this was
with light and commands the archers on the wall, calling out the breakthrough! However, this was a group effort, so I try and
targets, and supporting the guards. The DM calls for a Perception make sure to have a united team description at the end, even
Check, and the Ranger rolls a 4+2(WIS)+3(PROF) for a 9, a failure. though the Paladin was the one to succeed on the final two rolls.
Despite the defenders' best efforts, they are getting overrun as He should be center stage but don't forget about the rest of the
the werewolves make it to the wall, climbing and clawing their party. This was an impressive use of skill challenges from a viewer
way up. The only way they have a fighting chance is by keeping of mine. He learned what these are from my video and expertly
them at the wall. If the werewolves make it into the village, then implemented and ran a skill challenge for his players.
all is lost, and the only option will be to fall back to the haunted
Abbey in the mountains. If these documents help you, I just ask that you, please leave a
like and comment on the video to help me out and grow my
Pretty standard and a great move by the player to channel and Subscribe for more videos.
creatively think of something he knew he was good at and
describe a way that he could use that in this scenario.

Check 3:

The Paladin looks out at the village and sees that things
are looking grim as the guards in villagers start to cower in fear.
He unsheathes his Sun Sword and holds it high, like a beacon of
dawn atop the wall. He starts a counter charge for a final stand to
push them back. The DM calls for an Attack Roll, and the Paladin
rolls a 9+3(STR)+3(PROF) for a 15, a success. He becomes a literal
beacon of hope, hacking, and slashing through the beasts. The
guards seeing this, overcome those primal fears charge into the
fray! With silver-tipped, spears clutched tightly in their white-
knuckled hands.

This type of skill check can be a big go-to, especially in a


combat themed skill challenge, so just make sure your players Brought to you by THE DUNGEON COACH
don't overuse this, but it's appropriate.

Results from Round 2: 4 (out of 5) Successes and 2 (out of 3)


Failures.

- Round 3: The Final Showdown


The battle has reached that moment, that critical moment
where the heroes walk the razor's edge between victory and
defeat! They look to each other for who should act next…

You might also like