New OOTS products from CafePress
New OOTS t-shirts, ornaments, mugs, bags, and more
Results 1 to 8 of 8
  1. - Top - End - #1
    Ettin in the Playground
     
    John Cribati's Avatar

    Join Date
    Sep 2009
    Location
    NYC

    Default A Dilemma of Checks.

    There was a One-off joke in Goblins about what check you make to cross a river, and it was never really resolved. So I ask you, what sheck would you have the party make? or would you just double the DC and add the result of both checks?

    Formerly known as "Herpestidae."
    Most of my posts are done by mobile. Expect typos.
    Quote Originally Posted by Frozen_Feet View Post
    Things don't magically stop being fun when you reach a certain age.

  2. - Top - End - #2
    Ogre in the Playground
    Join Date
    Dec 2010
    Location
    In an apartment
    Gender
    Male

    Default Re: A Dilemma of Checks.

    I would run it as a Strength check. Probably something like a DC 10 or 15 depending on how fast I wanted the river to be.

  3. - Top - End - #3
    Banned
     
    LansXero's Avatar

    Join Date
    Jun 2010
    Location
    Lima, Peru
    Gender
    Male

    Default Re: A Dilemma of Checks.

    Id say it depends on the river and the character.

    fast running, even bottom river: strength check.
    slow running, uneven bottom (jagged, lots of pebbles, thick plantlife) river: balance check.
    both, if it applies.

  4. - Top - End - #4
    Dwarf in the Playground
     
    DwarfBarbarianGuy

    Join Date
    Jan 2011

    Default Re: A Dilemma of Checks.

    Swim.

    And since nobody bothered to take any ranks in it and some joker is still wearing that set of heavy armor, TPK. If some survive, let goblins pick 'em of on shore.

    I don't know, considering how hardcore the crossing is... I'd maybe make it take a specific amount of time for safe crossing considering how many people and animals and items you've got in your party; with obviously longer time required to cross wilder rivers, and an ability to make some checks and non-rolled decisions to make it faster.

    Balance and Strength checks seem reasonable.

  5. - Top - End - #5
    Firbolg in the Playground
     
    sonofzeal's Avatar

    Join Date
    Jan 2008

    Default Re: A Dilemma of Checks.

    I often allow my players to choose their checks, akin to how Entangle works (Escape Artist or Strength, your choice), although the DCs might be different. If two skills are obviously both applicable, the DCs will be pretty close. If one's a bit more counterintuitive but the player makes a decent argument, they get it at DC+5. If the player's argument is a real stretch, DC+10. But as long as someone can explain it somehow in a way that makes at least some vague sense (fellow players can get a vote here), I at least let them roll.

    One story I often tell involves a player attempting to run up a rope. One end of the rope was anchored at the top of a 20' ledge. The other end was currently anchored at the bottom of the cliff, in his spleen.

    I made him roll on three different consecutive checks for that. He aced two of them.




    In this case - Balance and Strength would apply. Swim is awkward because it's not really deep enough for that and the river's too fast to actually swim in, but at DC+5 it'll help you get across. Any other skill is likely looking at a DC+10,
    Last edited by sonofzeal; 2011-02-01 at 08:03 PM.
    Avatar by Crimmy

    Zeal's Tier System for PrC's
    Zeal's Expanded Alignment System
    Zeal's "Creative" Build Requests
    Bubs the Commoner
    Zeal's "Minimum-Intervention" balance fix
    Feat Point System fix (in progress)

    Spoiler
    Show
    Quote Originally Posted by JadePhoenix View Post
    sonofzeal, you're like a megazord of awesome and win.
    Quote Originally Posted by Doc Roc View Post
    SonOfZeal, it is a great joy to see that your Kung-Fu remains undiminished in this, the twilight of an age. May the Great Wheel be kind to you, planeswalker.

  6. - Top - End - #6
    Titan in the Playground
     
    BlueWizardGirl

    Join Date
    Sep 2005
    Location
    Edmonton, Canada

    Default Re: A Dilemma of Checks.

    Yup, I'd give them their choice of strength (sliding all over the rocks, but pushing through to the other side) or balance (finding solid purchase on the slippery rocks so as not to be swept away).
    "We are what we pretend to be, so we must be careful about what we pretend to be." Kurt Vonnegut

  7. - Top - End - #7
    Titan in the Playground
    Join Date
    Aug 2007
    Gender
    Male

    Default Re: A Dilemma of Checks.

    I remember a white wolf game where a random unimportant river that didn't look too bad almost killed half the party because only half the people put many dots (ranks) in physical abilities. I think checks for everything gets pretty retarded. Unless it's raging rapids in which case the danger should be made obvious to the PCs beforehand. Otherwise you cut the PC's speed in half and call it a day. Or if it's small but still dangerous try DCs of 5 and 10. Yes that's still quite something for the untrained. Heck 25-50% might fail. Don't TPK in your efforts to make life a pain for the skillmonkey; heaven forbid he blow half his class features on auto passing a minor challenge.
    Last edited by ericgrau; 2011-02-02 at 01:10 AM.
    So you never have to interrupt a game to look up a rule again:
    My 3.5e Rules Cheat Sheets: Normal, With Consolidated Skill System
    TOGC's 3.5e Spell/etc Cards: rpgnow / drivethru rpg
    Utilities: Magic Item Shop Generator (Req. MS Excel), Balanced Low Magic Item System
    Printable Cardstock Dungeon Tiles and other terrain stuff (100 MB)

  8. - Top - End - #8
    Troll in the Playground
     
    Totally Guy's Avatar

    Join Date
    Aug 2006
    Location
    England
    Gender
    Male

    Default Re: A Dilemma of Checks.

    Not from D&D but Burning Wheel, but I'd struggle these days to get by without it.

    Intent and Task.

    Players states intent: I want to cross the river.
    Player states task: I paddle a log to the other side.
    GM deems whether the task matches the intent or not.
    GM determines skill or ability to be utilised: Test your rowing, difficulty is X.

    Success means the player's intent is fulfilled.
    Failure means the intent is instead complicated somehow.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •