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When one action isn’t enough (part 1) – Complex Tasks

What do you do when your D&D party come across a situation which is too complex to handle with a single action?

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In the previous few posts, I looked at the history of Skills in BECMI, looked at the different 5e skills in detail, and explored what skills can (and equally importantly can’t) do.

After I posted that final post, bmoraller responded pointing out that there are situations which are too complex to be captured in a single skill check, and saying he uses the Skills Challenge mechanism from 4th edition to resolve these. So when I started writing this blog post, it was going to be a nice simple post about using that mechanism.

However, in the process of writing the post, I’ve changed my thinking (one reason it has taken me so long to actually get it out), and the more I got into it, the more it grew arms and legs. So in the interests of actually publishing something, this is part one, with more to follow.

But more on that later. Let’s start by describing the problem.

Remember the basic cycle of an RPG (with thanks to The Angry GM for his succinct summary):

  1. The GM presents the situation
  2. The players imagine themselves in the scene and describe their characters’ actions
  3. The GM decides the result and presents the updated situation
  4. Wash, rinse, repeat

Where 3 could go one of three ways:

  1. The GM decides the action will succeed (maybe after a couple of attempts – but no point rolling if there’s no time pressure and no consequence for failure)
  2. The GM decides the action cannot succeed
  3. The GM decides there is a chance of success, a chance of failure, and consequences for failing. The GM calls for a dice roll and decides what the result means

See 5 Simple Rules for Dating My Teenaged Skill System by The Angry GM

But what if the situation is too complex to be resolved by a single action? Take the following situations, for example:

This is what the skills challenge tries to address (badly in my opinion) and which I hope to show better alternatives for in this series of posts.

The Skills Challenge in summary

Let’s start with a review of the concept of the Skills Challenge, before I move on to how I would actually approach these scenarios (and why). This is based on the Jon Lemich (@runagame) post Skills challenges in Fifth Edition D&D on Critical Hits.

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The basic concept is that the party need to score a certain number of successful skill checks before they score three failures. The number and type of successes required depends on the party level and whether the challenge is to be Easy (almost certain to succeed; the question is how), Moderate (some chance of failure, but more likely to succeed than failure) or Hard (less than even chance of success, but the benefits of success make it worth the effort). Jon gives a detailed table broken down by party tier and challenge level.

As the Challenge proceeds, the GM watches the actions and calls for rolls based on whether the actions add a threat, add an opportunity or add a conflict (see Jon’s post for more detailed definition). The GM tallies the results of the rolls. If the number of successes hits the GM’s target number, the party has succeeded. If the number of failures hits 3, the party has failed.

The GM describes the situation as the party approaches success (promising signs) or failure (raising tensions) so that the players have a sense of how the challenge is going.

Jon has an example of running a Skills Challenge in 4e to resolve a bandit ambush which might clarify things.

So that was going to be what this article was about. But the more I thought about it, the less it fitted with my approach. It feels like overkill to me – all too rigid, detailed and formulaic. In particular:

Another approach

So how would I approach it?

Well first, notice these are three different types of scenario.

Given this, I would use a different approach for each. In this post I’ll look at crossing the river, and since it has taken me two weeks to get the post to this point, I’ll defer the other two to a future post.

A complex task: Crossing the river

The party need to cross a river. It’s 30′ wide – too wide to jump – and too fast-flowing to swim. There is a boat, but it’s at the docks on the other side, out of reach. Sixty feet downstream, the river goes over a waterfall.

This situation is more complicated than a single action. But it can be broken down into individual sub-actions which make progress towards the final goal, and it is clear whether an action moves the situation forward or not.

I just approach this as in real life – I present the current situation to the players and ask them what they do. When they respond I decide what effect this has, maybe with the help of a skills check if I think there is a chance of success and consequences for failure, narrate the updated situation and let the players decide what their characters do next.

So this might progress as follows:

… and so on, until eventually they’re across and can build a fire to warm Calzara up.

Note, the players have an overall goal they’re working towards, which is more than a single action. The players come up with strategies to move them towards their goal. In each case a player declares an action, and the GM decides the outcome, which may or may not involve rolling dice:

After each action, it’s clear whether it has moved the party forwards towards their goal or not, but there is no arbitrary cutoff for success or failure:

Of course, if it gets to a point where it’s pretty obvious they’re going to succeed and people are getting bored, the GM may decide to just narrate the rest of the process and skip to the point where they have crossed the river.

So that’s a complex multi-part task. In the next blog post I’ll look at handling a negotiation.

Further reading

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