Well I know what sequence I'm going to be using in my next GoG game 😂. Supergeek Mike ran a video recently flagging the "chase complications" table in the DMG, I need to look that up! I have a skill challenge in mind for a seafaring one-shot I'm planning, where the party get caught between two battling sea monsters and need to get their ship to safety... 🤔
Wild, I've been working on a chase sequence and like your idea of using all the abilities. I've added a gaining ground and losing ground mechanic on the pursuers too. Hopefully it works out!
I feel, in general, this approach really limits player agency. Also, what if the players want to do something different? E.g. tabaxi monk just runs fast on the walls of the building or the wizard just puts the guy into a wall of force box?
At least at my table, they can absolutely try both of those! I always default to maintaining much player agency. I present the challenge and ask my players how they would like to proceed. They often come up with things I didn’t expect, and I’m all for it! In your examples, I might ask for an acrobatics roll for the Tabaxi monk. As for the Wall of Force spell, it may end the challenge immediately. However, there may be a need for a perception check to ensure the Wizard can clearly see the target on a crowded street. Like I said in the video - it’s not for everyone, but it’s been working well at my table so far. Thanks for sharing your perspective!
@@GeekPhilosophy Absolutely, I'm sure this works great on your table. I just feel the 5e skill checks approach to be more player driven and less railroad-y.
Totally get it! I’d say 90% of the time I use Ability Checks as described in the 5e PHB. I just to use Skill Challenges to mix things up and run fast-paced scenes from time to time. And even then I use the 5e Ability Checks to complete the challenge (unless they come up with a different idea). Thanks again!
Well I know what sequence I'm going to be using in my next GoG game 😂. Supergeek Mike ran a video recently flagging the "chase complications" table in the DMG, I need to look that up!
I have a skill challenge in mind for a seafaring one-shot I'm planning, where the party get caught between two battling sea monsters and need to get their ship to safety... 🤔
Wild, I've been working on a chase sequence and like your idea of using all the abilities.
I've added a gaining ground and losing ground mechanic on the pursuers too. Hopefully it works out!
Good stuff! The gaining/losing ground mechanic sounds cool - let us know how it turns out!
Interesting idea
I may use something like this
Thanks! Glad you found it useful.
I feel, in general, this approach really limits player agency. Also, what if the players want to do something different? E.g. tabaxi monk just runs fast on the walls of the building or the wizard just puts the guy into a wall of force box?
At least at my table, they can absolutely try both of those! I always default to maintaining much player agency. I present the challenge and ask my players how they would like to proceed. They often come up with things I didn’t expect, and I’m all for it! In your examples, I might ask for an acrobatics roll for the Tabaxi monk. As for the Wall of Force spell, it may end the challenge immediately. However, there may be a need for a perception check to ensure the Wizard can clearly see the target on a crowded street. Like I said in the video - it’s not for everyone, but it’s been working well at my table so far. Thanks for sharing your perspective!
@@GeekPhilosophy Absolutely, I'm sure this works great on your table. I just feel the 5e skill checks approach to be more player driven and less railroad-y.
Totally get it! I’d say 90% of the time I use Ability Checks as described in the 5e PHB. I just to use Skill Challenges to mix things up and run fast-paced scenes from time to time. And even then I use the 5e Ability Checks to complete the challenge (unless they come up with a different idea). Thanks again!