Calimehter
2018-12-22, 03:47 PM
DnD 5e leaves a lot of blanks to fill for the DM when it comes to resolving out-of-combat ability checks, and the task resolution process is considerably less spelled out for most any task except combat.
To help fill in the blanks a bit and make such tasks more interesting, one thought I'm considering for a campaign I'm working on is importing the idea of the Complex Skill Checks from the 3.5 Unearthed Arcana book.
Let me know your thoughts (and any example situations if you care to share :smallsmile: )
THE RULE:
Ability checks that take more than one round or require retries or group checks will be resolved by Complex Checks whenever appropriate. A Complex Check basically involves rolling multiple checks, where a number of successeful rolls are required to complete a task, and you must roll these successes before you roll THREE failures. Unless stated otherwise for particularly simple or particularly complex tasks, you will need to roll 3 successes before you roll 3 failures.
PROS OF THE RULE (i.e. reasons for bothering in the first place):
- Reduces some of the variability that allows poorly skilled individuals to beat highly skilled individuals on a single die roll. With single checks, there is a great degree of variability. The DMG relates the example of the STR8 character rolling high and forcing open a stuck door that the STR18 character could not just because of a single lucky die roll. Contrast that situation to the much more detailed set of rules and multiple die rolls involved in combat. In combat, a higher level swordsman will beat a lower level swordsman the vast majority of the time, due to the fact that combat isn’t a single d20 “Strength(Swordsmanship)” opposed ability check. They are instead rolling multiple attack dice over multiple combat rounds against their respective AC and HP values. Complex skill checks bring some of that level of detail and reduced chance of an “upset” result to ability checks.
- Allows ‘Degrees of Success and Failure’ and the possibility of retries to be more easily quantified. Many skill checks will just be ‘success’ or ‘failure’ with nothing in-between . . but Complex Checks allow the DM to set up some rules for what happens if you succeed with 2 failures as opposed to 0 failures, especially for skills where the amount of time a check takes and whether re-tries are allowed are not clearly defined in the basic rules. For instance, the allowance of retry attempts could be based off of the number of successes one had before failing.
- Allows for some drama and possible changes in the course of action over the course of a given skill check. Consider the classic case of disabling a trap. Rolling one die means that you either succeed, or you fail . . . with no option to make decisions during the course of action. Rolling multiple dice means you can ‘sweat’ a bit as you gradually work your way through the mechanisms of a trap being disabled, and get a good feel for ‘how it is going’. Having one or two failures right off the bat may result in a player deciding to abandon the attempt altogether (rather than risk triggering the trap) and/or decide to spend resources (spells or other limited-resource advantages or bonuses) they might not have otherwise spent if the check was being decided by a single die roll. Likewise, a player who is roleplaying a Charisma(Deception) check may change tactics altogether partway through a conversation if the first few rolls do not ‘look good’ (i.e. the mark is not buying the story) rather than risk an outright failure.
- Allows for multiple ability and proficiency scores to be used for a given task. While many tasks will only require a check against a single ability and proficiency, there are also many tasks where more than one attribute or proficiency would be helpful to have. Consider the ‘book’ example of using a Constitution(Athletics) check to swim a long distance in place of a Strength(Athletics) check . . . this is all fine as is, but shouldn’t a stronger character *still* have a better chance of succeeding at such a task, even if Constitution is also very relevant to resolving it? With single checks, you have to pick one and go, but with Complex checks you can include both. A Complex check for swimming a long distance could be resolved by alternating Strength(Athletics) and Constitution(Athletics).
CONS OF THE RULE (or when not to use it):
- Takes more game time. In theory, the DM shouldn’t even be calling for skill checks at all unless failure is important (i.e. dramatic), so the time spent on Complex Checks should not be considered ‘wasted’ if the rolls add some drama and granularity to a situation that deserves it . . . but not every situation deserves it. Over-use could bog down gameplay in much the same way that overly-drawn out combats can.
- Requires more DM work. Planning out a particular skill check and mapping out the possible outcomes does not require as much work as setting up a combat encounter (random or otherwise) . . . but it is still more involved than just calling for a single die roll with a binary result, and may be more work than the DM wants to put into a check, especially an unplanned one.
- Reduced chance of an “upset” result or succeeding against the odds. Using complex checks, the odds of success go down much faster than usual for a difficult task than they do for a single check. A character who needs an ’11’ or higher has a 50:50 chance with both kinds of checks. However, a character who needs to roll a ’16’ to succeed will make it 25% of the time on a single check, but will only make it 11% of the time on a complex check! This is a feature really, not a bug, but it is not always appropriate to each situation, and the smaller chance of success on difficult task could actually reduce dramatic tension if the outcome seems nearly pre-determined. If luck should play a big role in something or it is something that is a ‘snap’ ability check (playing a yahtzee-style dice game against someone, or grasping at a waving rope before it gets out of reach), a complex check is probably not appropriate. Likewise, if the DM wants to give the “needs a 20” character a shot at something, it is a lot more likely to happen on a single roll.
AN EXAMPLE:
A Complex check for breaking free of the regular PHB manacles is a DC 20 Strength check (no proficiency applies), with 3 successes needed before 3 failures are rolled. If in combat, keep rolling dice on your turn until you have all 3 successes or get a single failure.
- Each Failure will add one round to the amount of time that the attempt takes. In combat, you will stop rolling and can continue the check (if desired) on your next turn.
- Getting 3 failures means that the complex check has failed, and will need to be restarted (i.e. resetting the number of successes and failures back to zero)
- Rolling 3 failures without a success means that a retry cannot be attempted, you are simply not going to break those manacles without a significant change in the situation.
Note that when compared with using a single check, this very much reduces the odds of a character actually breaking the manacles, especially in a timely fashion. A STR 18 character has a 1 in 4 chance of breaking them in a single round using a single check, but the complex check reduces that chance of that single round break (i.e. 3 straight successes w/o a failure of any kind) to 1 in 64! Their odds of succeeding at all over time are only 11% for any given check, and their odds of being denied a retry (3 straight failures) are high at 42%. A STR 10 character’s chances would go from 5% (and really 100% if the DM is allowing unlimited check attempts) down to virtually nothing.
Using this rule makes DC20 manacles very hard to escape from, rather than a temporary hinderance that can nearly always be overcome, which is a bit more like the performance of the real-life equivalents of these devices. This could be good or bad for the PCs depending on who the manacles have been applied to! :smallbiggrin: It is also worth noting that failure to break the manacles does not eliminate the option to try other methods (the Dex option to escape them - though this has tough odds too - or having a teammate with free hands try to destroy them with damage or pick the lock).
A gaming group that wanted to keep manacles as more of a 'marginal' item like they are with single checks by keeping the odds closer to the single-check scenario . . . can just use single checks if desired. They can also reduce the number of successes needed to, say, 2 or even 1 (it is a fairly non-complex task after all) or even swap the DC down to something like 18.
To help fill in the blanks a bit and make such tasks more interesting, one thought I'm considering for a campaign I'm working on is importing the idea of the Complex Skill Checks from the 3.5 Unearthed Arcana book.
Let me know your thoughts (and any example situations if you care to share :smallsmile: )
THE RULE:
Ability checks that take more than one round or require retries or group checks will be resolved by Complex Checks whenever appropriate. A Complex Check basically involves rolling multiple checks, where a number of successeful rolls are required to complete a task, and you must roll these successes before you roll THREE failures. Unless stated otherwise for particularly simple or particularly complex tasks, you will need to roll 3 successes before you roll 3 failures.
PROS OF THE RULE (i.e. reasons for bothering in the first place):
- Reduces some of the variability that allows poorly skilled individuals to beat highly skilled individuals on a single die roll. With single checks, there is a great degree of variability. The DMG relates the example of the STR8 character rolling high and forcing open a stuck door that the STR18 character could not just because of a single lucky die roll. Contrast that situation to the much more detailed set of rules and multiple die rolls involved in combat. In combat, a higher level swordsman will beat a lower level swordsman the vast majority of the time, due to the fact that combat isn’t a single d20 “Strength(Swordsmanship)” opposed ability check. They are instead rolling multiple attack dice over multiple combat rounds against their respective AC and HP values. Complex skill checks bring some of that level of detail and reduced chance of an “upset” result to ability checks.
- Allows ‘Degrees of Success and Failure’ and the possibility of retries to be more easily quantified. Many skill checks will just be ‘success’ or ‘failure’ with nothing in-between . . but Complex Checks allow the DM to set up some rules for what happens if you succeed with 2 failures as opposed to 0 failures, especially for skills where the amount of time a check takes and whether re-tries are allowed are not clearly defined in the basic rules. For instance, the allowance of retry attempts could be based off of the number of successes one had before failing.
- Allows for some drama and possible changes in the course of action over the course of a given skill check. Consider the classic case of disabling a trap. Rolling one die means that you either succeed, or you fail . . . with no option to make decisions during the course of action. Rolling multiple dice means you can ‘sweat’ a bit as you gradually work your way through the mechanisms of a trap being disabled, and get a good feel for ‘how it is going’. Having one or two failures right off the bat may result in a player deciding to abandon the attempt altogether (rather than risk triggering the trap) and/or decide to spend resources (spells or other limited-resource advantages or bonuses) they might not have otherwise spent if the check was being decided by a single die roll. Likewise, a player who is roleplaying a Charisma(Deception) check may change tactics altogether partway through a conversation if the first few rolls do not ‘look good’ (i.e. the mark is not buying the story) rather than risk an outright failure.
- Allows for multiple ability and proficiency scores to be used for a given task. While many tasks will only require a check against a single ability and proficiency, there are also many tasks where more than one attribute or proficiency would be helpful to have. Consider the ‘book’ example of using a Constitution(Athletics) check to swim a long distance in place of a Strength(Athletics) check . . . this is all fine as is, but shouldn’t a stronger character *still* have a better chance of succeeding at such a task, even if Constitution is also very relevant to resolving it? With single checks, you have to pick one and go, but with Complex checks you can include both. A Complex check for swimming a long distance could be resolved by alternating Strength(Athletics) and Constitution(Athletics).
CONS OF THE RULE (or when not to use it):
- Takes more game time. In theory, the DM shouldn’t even be calling for skill checks at all unless failure is important (i.e. dramatic), so the time spent on Complex Checks should not be considered ‘wasted’ if the rolls add some drama and granularity to a situation that deserves it . . . but not every situation deserves it. Over-use could bog down gameplay in much the same way that overly-drawn out combats can.
- Requires more DM work. Planning out a particular skill check and mapping out the possible outcomes does not require as much work as setting up a combat encounter (random or otherwise) . . . but it is still more involved than just calling for a single die roll with a binary result, and may be more work than the DM wants to put into a check, especially an unplanned one.
- Reduced chance of an “upset” result or succeeding against the odds. Using complex checks, the odds of success go down much faster than usual for a difficult task than they do for a single check. A character who needs an ’11’ or higher has a 50:50 chance with both kinds of checks. However, a character who needs to roll a ’16’ to succeed will make it 25% of the time on a single check, but will only make it 11% of the time on a complex check! This is a feature really, not a bug, but it is not always appropriate to each situation, and the smaller chance of success on difficult task could actually reduce dramatic tension if the outcome seems nearly pre-determined. If luck should play a big role in something or it is something that is a ‘snap’ ability check (playing a yahtzee-style dice game against someone, or grasping at a waving rope before it gets out of reach), a complex check is probably not appropriate. Likewise, if the DM wants to give the “needs a 20” character a shot at something, it is a lot more likely to happen on a single roll.
AN EXAMPLE:
A Complex check for breaking free of the regular PHB manacles is a DC 20 Strength check (no proficiency applies), with 3 successes needed before 3 failures are rolled. If in combat, keep rolling dice on your turn until you have all 3 successes or get a single failure.
- Each Failure will add one round to the amount of time that the attempt takes. In combat, you will stop rolling and can continue the check (if desired) on your next turn.
- Getting 3 failures means that the complex check has failed, and will need to be restarted (i.e. resetting the number of successes and failures back to zero)
- Rolling 3 failures without a success means that a retry cannot be attempted, you are simply not going to break those manacles without a significant change in the situation.
Note that when compared with using a single check, this very much reduces the odds of a character actually breaking the manacles, especially in a timely fashion. A STR 18 character has a 1 in 4 chance of breaking them in a single round using a single check, but the complex check reduces that chance of that single round break (i.e. 3 straight successes w/o a failure of any kind) to 1 in 64! Their odds of succeeding at all over time are only 11% for any given check, and their odds of being denied a retry (3 straight failures) are high at 42%. A STR 10 character’s chances would go from 5% (and really 100% if the DM is allowing unlimited check attempts) down to virtually nothing.
Using this rule makes DC20 manacles very hard to escape from, rather than a temporary hinderance that can nearly always be overcome, which is a bit more like the performance of the real-life equivalents of these devices. This could be good or bad for the PCs depending on who the manacles have been applied to! :smallbiggrin: It is also worth noting that failure to break the manacles does not eliminate the option to try other methods (the Dex option to escape them - though this has tough odds too - or having a teammate with free hands try to destroy them with damage or pick the lock).
A gaming group that wanted to keep manacles as more of a 'marginal' item like they are with single checks by keeping the odds closer to the single-check scenario . . . can just use single checks if desired. They can also reduce the number of successes needed to, say, 2 or even 1 (it is a fairly non-complex task after all) or even swap the DC down to something like 18.