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RLogue177

Two checks, or one check with consequences

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Bob's character, B'ob, is a burglar. He has been tasked with sneaking into Hutt's palace on the plateau and stealing a precious maguffin.

Bob decides the best approach is for B'ob to climb up the rocky backside of the mesa, hopefully unnoticed by the Klatooinian guards that patrol the compound. After that, he will decide his next move.

Does the GM want Bob to make a Climbing check AND a Stealth check, or does the GM just want a Climbing check and will use the Advantages and Threats to determine how sneaky B'ob is? (This is just for the stealthy climb up the plateau wall only - not for any further activities.)

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Isn't there a rule where you can do a combined check? Say B'ob has Brawn 3, Athletics 1, Agility 2, Stealth 3. He rolls as if he's making the Athletics and Stealth checks together, using the lower of the two attributes (2 Agility) and the lower of the two skill ranks (1 Athletics) for a YG pool.

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There's anything you can dream up. I'm partial to one roll to rule them all myself.

I'd say off the top of my head it's Athletics that's harder/upgraded because you're climbing trying to be sneaky.

Again, if R'oberto loves his climbing n sneaking skills/talents I'd let em roll both.

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I might say you make a stealth check with setbacks based on how hard it is to climb the wall.

Brawn 4, Athletics 3 and you’d roll Stealth with no setbacks

Brawn 2, Athletics 1 and you’d roll Stealth with 1 or 2 setbacks

Braawn 2, Athletics 0 and you’d roll Stealth with 2 or 3 setbacks

Brawn 1, Athletics 0 and you’d roll Stealth with 3 or 4 setbacks

 

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This decision depends more on the pacing you want and how much each check means.  There's no reason it can't be two, but the more skill checks, the more the chance of failure, so you have to decide what failure means and try to avoid inadvertently turning one check into a roadblock.  Fail forward, etc etc.  If he makes two checks and climbing is the first, he's going to make it, it's just a matter of what shape he's in at the top.  Failure could cause Strain (threat), Wounds (failure count), or even a critical hit (despair).  He can spend his positive results as he likes, similar to combat, to give himself boosts or upgrades on his stealth check:  he came up in a good position, away from prying eyes...or right behind a guard peering over the edge, one easy push... (queue Wilhelm scream)

The most pointless checks are ones that only impact the next check but don't move the story forward.  If there are no meaningful consequences other than trying to rack up boost dice or upgrades, then just do one check.

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Good answers. Thanks!

I like the idea of giving the player the option of picking between a couple different ways to roll it. One encompassing roll or two individual rolls. Each has advantage and disadvantage to it depending on how the character is specced out. 

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1 minute ago, 2P51 said:

I bet he makes noise if he fails the climb.....

Unless the check is made to evaluate the climb and failure (without Threat or Despair) let's you know you can't succeed at that approach with your current condition/gear/skill level/etc.

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5 hours ago, 2P51 said:

I bet he makes noise if he fails the climb.....

Not necessarily. He could just fall off and make no noise till he hits the ground a few hundred feet down, and that wouldn't make much noise. Aside from a potential Wilhelm Scream on the way down

 

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