<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
		>
<channel>
	<title>Comments on: Skill Challenges and Rewarding XP</title>
	<atom:link href="http://dungeonsmaster.com/2010/01/skill-challenges-and-rewarding-xp/feed/" rel="self" type="application/rss+xml" />
	<link>http://dungeonsmaster.com/2010/01/skill-challenges-and-rewarding-xp/</link>
	<description>A Dungeons &#38; Dragons Resource Blog For Dungeon Masters &#38; Players</description>
	<lastBuildDate>Thu, 09 Feb 2012 05:58:40 +0000</lastBuildDate>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.3.1</generator>
	<item>
		<title>By: Designing Social Encounters — Dungeon&#039;s Master</title>
		<link>http://dungeonsmaster.com/2010/01/skill-challenges-and-rewarding-xp/comment-page-1/#comment-42114</link>
		<dc:creator>Designing Social Encounters — Dungeon&#039;s Master</dc:creator>
		<pubDate>Mon, 11 Apr 2011 14:05:40 +0000</pubDate>
		<guid isPermaLink="false">http://dungeonsmaster.com/?p=3656#comment-42114</guid>
		<description>[...] Skill Challenges and Rewarding XP [...]</description>
		<content:encoded><![CDATA[<p>[...] Skill Challenges and Rewarding XP [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: 6 D&#38;D Convention Tips for DMs — Dungeon&#039;s Master</title>
		<link>http://dungeonsmaster.com/2010/01/skill-challenges-and-rewarding-xp/comment-page-1/#comment-31783</link>
		<dc:creator>6 D&#38;D Convention Tips for DMs — Dungeon&#039;s Master</dc:creator>
		<pubDate>Sun, 26 Dec 2010 01:14:00 +0000</pubDate>
		<guid isPermaLink="false">http://dungeonsmaster.com/?p=3656#comment-31783</guid>
		<description>[...] to speed things up during a skill challenge is to determine a challenge breaker (as we discussed in Skill Challenges and Rewarding XP). A challenge breaker is any player action that, if successful, would logically end the challenge [...]</description>
		<content:encoded><![CDATA[<p>[...] to speed things up during a skill challenge is to determine a challenge breaker (as we discussed in Skill Challenges and Rewarding XP). A challenge breaker is any player action that, if successful, would logically end the challenge [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Pinkrose</title>
		<link>http://dungeonsmaster.com/2010/01/skill-challenges-and-rewarding-xp/comment-page-1/#comment-27818</link>
		<dc:creator>Pinkrose</dc:creator>
		<pubDate>Fri, 29 Oct 2010 03:58:03 +0000</pubDate>
		<guid isPermaLink="false">http://dungeonsmaster.com/?p=3656#comment-27818</guid>
		<description>Old thread, I know.
But I&#039;m looking for some advice on Skill Challenges for smaller parties.
What&#039;s the ratio?
Should it still be 3 failures?
If complexity 5 (12 successes) if equal to 5 monsters, should 8 successes be a Complexity 5 for 3 players?
That&#039;s my thought.
4 Players
Complexity 5 - 10 Successes / 3 Failures
Complexity 4 - 8 Successes / 3 Failures
Complexity 3 - 7 Successes / 3 Failures
Complexity 2 - 5 Successes / 3 Failures
Complexity 1 - 4 Successes / 3 Failures

3 Players
Complexity 5 - 8 Successes / 3 Failures
Complexity 4 - 6 Successes / 3 Failures
Complexity 3 - 5 Successes / 3 Failures
Complexity 2 - 4 Successes / 3 Failures
Complexity 1 - 3 Successes / 3 Failures

How does that look?</description>
		<content:encoded><![CDATA[<p>Old thread, I know.<br />
But I&#8217;m looking for some advice on Skill Challenges for smaller parties.<br />
What&#8217;s the ratio?<br />
Should it still be 3 failures?<br />
If complexity 5 (12 successes) if equal to 5 monsters, should 8 successes be a Complexity 5 for 3 players?<br />
That&#8217;s my thought.<br />
4 Players<br />
Complexity 5 &#8211; 10 Successes / 3 Failures<br />
Complexity 4 &#8211; 8 Successes / 3 Failures<br />
Complexity 3 &#8211; 7 Successes / 3 Failures<br />
Complexity 2 &#8211; 5 Successes / 3 Failures<br />
Complexity 1 &#8211; 4 Successes / 3 Failures</p>
<p>3 Players<br />
Complexity 5 &#8211; 8 Successes / 3 Failures<br />
Complexity 4 &#8211; 6 Successes / 3 Failures<br />
Complexity 3 &#8211; 5 Successes / 3 Failures<br />
Complexity 2 &#8211; 4 Successes / 3 Failures<br />
Complexity 1 &#8211; 3 Successes / 3 Failures</p>
<p>How does that look?</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Skill Challenge: Tavern Treachery — Dungeon&#39;s Master</title>
		<link>http://dungeonsmaster.com/2010/01/skill-challenges-and-rewarding-xp/comment-page-1/#comment-10973</link>
		<dc:creator>Skill Challenge: Tavern Treachery — Dungeon&#39;s Master</dc:creator>
		<pubDate>Wed, 10 Feb 2010 14:03:06 +0000</pubDate>
		<guid isPermaLink="false">http://dungeonsmaster.com/?p=3656#comment-10973</guid>
		<description>[...] skill challenge has no difficulty setting, and uses the model presented in Ameron in his article on Skill Challenges and Rewards. The PCs may realize what is occurring after 4 successes or it may take them 12. As the DM your [...]</description>
		<content:encoded><![CDATA[<p>[...] skill challenge has no difficulty setting, and uses the model presented in Ameron in his article on Skill Challenges and Rewards. The PCs may realize what is occurring after 4 successes or it may take them 12. As the DM your [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Ameron</title>
		<link>http://dungeonsmaster.com/2010/01/skill-challenges-and-rewarding-xp/comment-page-1/#comment-10138</link>
		<dc:creator>Ameron</dc:creator>
		<pubDate>Thu, 28 Jan 2010 21:09:54 +0000</pubDate>
		<guid isPermaLink="false">http://dungeonsmaster.com/?p=3656#comment-10138</guid>
		<description>@David Dotson
I&#039;m glad you found this useful.


@Arcade
My group uses a lot of skill challenges (I&#039;d suspect more than average) so I&#039;ve had more opportunities to make changes on the fly. I agree that until DMs and players ramp up on the skill challenge learning curve they should probably stick to the rules as written in the DMG. My suggested changes are certainly not recommended for beginners. However, if you&#039;ve tried skill challenges as presented in the book and you don&#039;t think they&#039;re working like you&#039;d like them to; my changes to the reward system may be the answer you&#039;re looking for.

I also agree that as we run more and more skill challenges they&#039;ll end up being the correct complexity and the need to tweak the numbers and the XP will be less and less frequent.

Great feedback, thanks for the comment.</description>
		<content:encoded><![CDATA[<p>@David Dotson<br />
I&#8217;m glad you found this useful.</p>
<p>@Arcade<br />
My group uses a lot of skill challenges (I&#8217;d suspect more than average) so I&#8217;ve had more opportunities to make changes on the fly. I agree that until DMs and players ramp up on the skill challenge learning curve they should probably stick to the rules as written in the DMG. My suggested changes are certainly not recommended for beginners. However, if you&#8217;ve tried skill challenges as presented in the book and you don&#8217;t think they&#8217;re working like you&#8217;d like them to; my changes to the reward system may be the answer you&#8217;re looking for.</p>
<p>I also agree that as we run more and more skill challenges they&#8217;ll end up being the correct complexity and the need to tweak the numbers and the XP will be less and less frequent.</p>
<p>Great feedback, thanks for the comment.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Arcade</title>
		<link>http://dungeonsmaster.com/2010/01/skill-challenges-and-rewarding-xp/comment-page-1/#comment-10062</link>
		<dc:creator>Arcade</dc:creator>
		<pubDate>Wed, 27 Jan 2010 14:35:48 +0000</pubDate>
		<guid isPermaLink="false">http://dungeonsmaster.com/?p=3656#comment-10062</guid>
		<description>I had to think about this one for a while. I agree with your original statement that skill challenges and combat rewards should be handled the same way. I think the only reason they&#039;re handled differently is because generating combat encounters is much more understood and most of the tactical options are constrained, or at least foreseeable. (use these powers, use this terrain, etc.) Skill challenges are still on the learning curve for most DMs. (myself included) And they should technically be more free-form, allowing more creativity and game breaking situations. The desire to alter the XP method for skill challenges on the fly is higher for these reasons- because the skill challenge difiiculty is more often out of line with the DM&#039;s expectations.

Personally, I don&#039;t think it matters that much unless you find you are consistently finding your skill challenges becoming skill speed bumps. Just like combat encounters, sometimes they turn out harder or easier than you think. In general, they average out and you&#039;ll learn how to find the sweet spot with time and practice. Good roleplaying and creative thinking should be encouraged and rewarded in both skill challenges and combat and the form of that reward is irrelevant- as long as it&#039;s a reward. Players like it when their characters find something shiny- whether it be XP, magic items, gold, action points, an attack bonus or a mini candy bar thrown over the DM screen. It&#039;s the recognition that they get which is usually worth more than the actual reward.</description>
		<content:encoded><![CDATA[<p>I had to think about this one for a while. I agree with your original statement that skill challenges and combat rewards should be handled the same way. I think the only reason they&#8217;re handled differently is because generating combat encounters is much more understood and most of the tactical options are constrained, or at least foreseeable. (use these powers, use this terrain, etc.) Skill challenges are still on the learning curve for most DMs. (myself included) And they should technically be more free-form, allowing more creativity and game breaking situations. The desire to alter the XP method for skill challenges on the fly is higher for these reasons- because the skill challenge difiiculty is more often out of line with the DM&#8217;s expectations.</p>
<p>Personally, I don&#8217;t think it matters that much unless you find you are consistently finding your skill challenges becoming skill speed bumps. Just like combat encounters, sometimes they turn out harder or easier than you think. In general, they average out and you&#8217;ll learn how to find the sweet spot with time and practice. Good roleplaying and creative thinking should be encouraged and rewarded in both skill challenges and combat and the form of that reward is irrelevant- as long as it&#8217;s a reward. Players like it when their characters find something shiny- whether it be XP, magic items, gold, action points, an attack bonus or a mini candy bar thrown over the DM screen. It&#8217;s the recognition that they get which is usually worth more than the actual reward.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: David Dotson</title>
		<link>http://dungeonsmaster.com/2010/01/skill-challenges-and-rewarding-xp/comment-page-1/#comment-10033</link>
		<dc:creator>David Dotson</dc:creator>
		<pubDate>Tue, 26 Jan 2010 16:35:16 +0000</pubDate>
		<guid isPermaLink="false">http://dungeonsmaster.com/?p=3656#comment-10033</guid>
		<description>I like this system.  I&#039;ve always rewarded creativity and role playing above die rolls.  Good stuff!

.-= David Dotson&#180;s last blog ..&lt;a href=&quot;http://goblinstop.com/2010/01/25/you-must-gather-your-party-before-playing-dd/&quot; rel=&quot;nofollow&quot;&gt;You Must Gather Your Party Before Playing D&amp;D&lt;/a&gt; =-.</description>
		<content:encoded><![CDATA[<p>I like this system.  I&#8217;ve always rewarded creativity and role playing above die rolls.  Good stuff!</p>
<p>.-= David Dotson&#180;s last blog ..<a href="http://goblinstop.com/2010/01/25/you-must-gather-your-party-before-playing-dd/" rel="nofollow">You Must Gather Your Party Before Playing D&amp;D</a> =-.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Ameron</title>
		<link>http://dungeonsmaster.com/2010/01/skill-challenges-and-rewarding-xp/comment-page-1/#comment-10029</link>
		<dc:creator>Ameron</dc:creator>
		<pubDate>Tue, 26 Jan 2010 15:46:06 +0000</pubDate>
		<guid isPermaLink="false">http://dungeonsmaster.com/?p=3656#comment-10029</guid>
		<description>@Anarkeith
I agree that creativity should be rewarded, but a part of me feels that if the party overcame the objective more quickly than anticipated then perhaps the skill challenge wasn&#039;t the correct complexity in the first place. I just don&#039;t see this as a black and white issue. There are good arguments for and against.

@Jeffrey Petersen
By rewarding the PCs with additional success they will make out better in the long run with complexity 1 and 2 challenges. But when it comes to larger challenges and they come up with a Challenge Breaker I want to make sure that their ingenuity is appropriately rewarded.

I agree that if the PCs realize the complexity (and the XP rewards) will be greater if they participate more avidly that the game will be better and encounters a lot more exciting.

I welcome all feedback and criticism. My overall objective is to make D&amp;D better and I find that these kinds of discussions are a great means to that end.

@Neuroglyph
I too am a big fan of awarding in-game bonuses (usually +2) for good role-playing and creativity. My motivation for providing additional XP came from my most recent campaign. The PCs are very skill-focused and we do a lot of skill challenges (mostly lower complexity). In some cases they accomplish a lot and don&#039;t seem to be adequately rewarded. It&#039;s almost like fighting only one or two monsters at a time over and over again. I&#039;ve tried to keep things interesting for the PCs by letting them know that there&#039;s more XP up for grabs the more engaged they are during skill challenges.

@Alvarlux
Excellent suggestions. As I mentioned in the comment above, my idea of giving extra successes and then awarding XP based on the total successes accumulated works best for low complexity challenges. I&#039;ll admit that my revised reward system can still use some tweaking for higher level complexity challenges. I think that if the PC can come up with a Challenge Breaker then that should have a tangible benefit in the form of XP.</description>
		<content:encoded><![CDATA[<p>@Anarkeith<br />
I agree that creativity should be rewarded, but a part of me feels that if the party overcame the objective more quickly than anticipated then perhaps the skill challenge wasn&#8217;t the correct complexity in the first place. I just don&#8217;t see this as a black and white issue. There are good arguments for and against.</p>
<p>@Jeffrey Petersen<br />
By rewarding the PCs with additional success they will make out better in the long run with complexity 1 and 2 challenges. But when it comes to larger challenges and they come up with a Challenge Breaker I want to make sure that their ingenuity is appropriately rewarded.</p>
<p>I agree that if the PCs realize the complexity (and the XP rewards) will be greater if they participate more avidly that the game will be better and encounters a lot more exciting.</p>
<p>I welcome all feedback and criticism. My overall objective is to make D&#038;D better and I find that these kinds of discussions are a great means to that end.</p>
<p>@Neuroglyph<br />
I too am a big fan of awarding in-game bonuses (usually +2) for good role-playing and creativity. My motivation for providing additional XP came from my most recent campaign. The PCs are very skill-focused and we do a lot of skill challenges (mostly lower complexity). In some cases they accomplish a lot and don&#8217;t seem to be adequately rewarded. It&#8217;s almost like fighting only one or two monsters at a time over and over again. I&#8217;ve tried to keep things interesting for the PCs by letting them know that there&#8217;s more XP up for grabs the more engaged they are during skill challenges.</p>
<p>@Alvarlux<br />
Excellent suggestions. As I mentioned in the comment above, my idea of giving extra successes and then awarding XP based on the total successes accumulated works best for low complexity challenges. I&#8217;ll admit that my revised reward system can still use some tweaking for higher level complexity challenges. I think that if the PC can come up with a Challenge Breaker then that should have a tangible benefit in the form of XP.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Tweets that mention Skill Challenges and Rewarding XP — Dungeon's Master -- Topsy.com</title>
		<link>http://dungeonsmaster.com/2010/01/skill-challenges-and-rewarding-xp/comment-page-1/#comment-10024</link>
		<dc:creator>Tweets that mention Skill Challenges and Rewarding XP — Dungeon's Master -- Topsy.com</dc:creator>
		<pubDate>Tue, 26 Jan 2010 13:55:00 +0000</pubDate>
		<guid isPermaLink="false">http://dungeonsmaster.com/?p=3656#comment-10024</guid>
		<description>[...] This post was mentioned on Twitter by jonathan_shade and Wizards_DnD, neverwakeared.com. neverwakeared.com said: RT @Wizards_DnD: Good read! Dungeonmaster.com describes the subtle art of skill challenges and rewarding XP! http://bit.ly/6Y2Z5b #dnd [...]</description>
		<content:encoded><![CDATA[<p>[...] This post was mentioned on Twitter by jonathan_shade and Wizards_DnD, neverwakeared.com. neverwakeared.com said: RT @Wizards_DnD: Good read! Dungeonmaster.com describes the subtle art of skill challenges and rewarding XP! <a href="http://bit.ly/6Y2Z5b" rel="nofollow">http://bit.ly/6Y2Z5b</a> #dnd [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Alvarlux</title>
		<link>http://dungeonsmaster.com/2010/01/skill-challenges-and-rewarding-xp/comment-page-1/#comment-10007</link>
		<dc:creator>Alvarlux</dc:creator>
		<pubDate>Tue, 26 Jan 2010 04:28:07 +0000</pubDate>
		<guid isPermaLink="false">http://dungeonsmaster.com/?p=3656#comment-10007</guid>
		<description>I agree with your idea of bonus points for exceptional use of skills, not sure if I&#039;d rule it as the equivilent of bonus XP though.

In the above case where you no longer set complexity, I&#039;d reverse the reward for your groups. If they were creative and interesting enough to challenge break in 8, I&#039;d give them full XP reward. If they just did what they had to to win without doing much in the way of RP or outside the box thinking, I&#039;d use diminishing returns. Ie it took them longer then it should have so they get reward for skill checks required - 4 or something. I realize of course this would require knowing how long it would take and thus a complexity set to it but you get my point.

Alternatively you can reward players for challenge breakers or good skill ideas by counting them as multiple successes. So if someone had a really awesome idea and pulls it off, that counts as a major win and 2 successes. Challenge breakers count as &quot;omgwtf epic moment&quot; and add whatever the remaining successes required to complete the skill challenge. As DM you still get to make the call on whether something is in fact a challenge breaker so this couldn&#039;t be abused.

I might even go so far as to say if they had a crazy idea but didn&#039;t make the roll, it gives them a +2 to their next roll (tangible reward for trying harder). In this way that combat lover in the group who neglects skills can think/roleplay his way to success. Everyone wins.</description>
		<content:encoded><![CDATA[<p>I agree with your idea of bonus points for exceptional use of skills, not sure if I&#8217;d rule it as the equivilent of bonus XP though.</p>
<p>In the above case where you no longer set complexity, I&#8217;d reverse the reward for your groups. If they were creative and interesting enough to challenge break in 8, I&#8217;d give them full XP reward. If they just did what they had to to win without doing much in the way of RP or outside the box thinking, I&#8217;d use diminishing returns. Ie it took them longer then it should have so they get reward for skill checks required &#8211; 4 or something. I realize of course this would require knowing how long it would take and thus a complexity set to it but you get my point.</p>
<p>Alternatively you can reward players for challenge breakers or good skill ideas by counting them as multiple successes. So if someone had a really awesome idea and pulls it off, that counts as a major win and 2 successes. Challenge breakers count as &#8220;omgwtf epic moment&#8221; and add whatever the remaining successes required to complete the skill challenge. As DM you still get to make the call on whether something is in fact a challenge breaker so this couldn&#8217;t be abused.</p>
<p>I might even go so far as to say if they had a crazy idea but didn&#8217;t make the roll, it gives them a +2 to their next roll (tangible reward for trying harder). In this way that combat lover in the group who neglects skills can think/roleplay his way to success. Everyone wins.</p>
]]></content:encoded>
	</item>
</channel>
</rss>

