Mini Module: Extended Skill Checks

With most skill checks, a single die roll immediately determines whether or not a character succeeds. If a character wants to make something or recall a specific fact, success or failure is apparent after a single skill check.
For complicated and time-consuming tasks (such as disabling a complex device or researching an obscure bit of knowledge), or at times when the GM wants to build tension and suspense, you can use the extended skill check variant described here.
In an extended skill check, a specific number of successful skills checks must be achieved to complete the task. The complexity of the task is reflected in the DC of the required check, the number of successful rolls required to complete the task, and the maximum number of failed rolls that can occur before the attempt fails. In most cases, one or two failed rolls do not mean an extended skill check has failed; however, if three failed rolls occur before the character makes the required number of successful rolls, the attempt fails. Although three failures is a common baseline, GMs are encouraged to change the number if the situation warrants it.
{| cellpadding=2 cellspacing=0 align="center" style="margin:1em auto;clear:both;" class="toccolours"	EXTENDED SKILL CHECKS 	EXTENDED SKILL CHECKS 	EXTENDED SKILL CHECKS
Successes 	With most skill checks, a single die roll immediately determines whether or not a character succeeds. If a character wants to make something or recall a specific fact, success or failure is apparent after a single skill check.
For complicated and time-consuming tasks (such as disabling a complex device or researching an obscure bit of knowledge), or at times when the GM wants to build tension and suspense, you can use the extended skill check variant described here.
In an extended skill check, a specific number of successful skills checks must be achieved to complete the task. The complexity of the task is reflected in the DC of the required check, the number of successful rolls required to complete the task, and the maximum number of failed rolls that can occur before the attempt fails. In most cases, one or two failed rolls do not mean an extended skill check has failed; however, if three failed rolls occur before the character makes the required number of successful rolls, the attempt fails. Although three failures is a common baseline, GMs are encouraged to change the number if the situation warrants it.
{| cellpadding=2 cellspacing=0 align="center" style="margin:1em auto;clear:both;" class="toccolours"	Complexity 	Example 	
2 or 3 	With most skill checks, a single die roll immediately determines whether or not a character succeeds. If a character wants to make something or recall a specific fact, success or failure is apparent after a single skill check.
For complicated and time-consuming tasks (such as disabling a complex device or researching an obscure bit of knowledge), or at times when the GM wants to build tension and suspense, you can use the extended skill check variant described here.
In an extended skill check, a specific number of successful skills checks must be achieved to complete the task. The complexity of the task is reflected in the DC of the required check, the number of successful rolls required to complete the task, and the maximum number of failed rolls that can occur before the attempt fails. In most cases, one or two failed rolls do not mean an extended skill check has failed; however, if three failed rolls occur before the character makes the required number of successful rolls, the attempt fails. Although three failures is a common baseline, GMs are encouraged to change the number if the situation warrants it.
{| cellpadding=2 cellspacing=0 align="center" style="margin:1em auto;clear:both;" class="toccolours"	Slight 	Training a horse (Survival) 	
4 to 6 	With most skill checks, a single die roll immediately determines whether or not a character succeeds. If a character wants to make something or recall a specific fact, success or failure is apparent after a single skill check.
For complicated and time-consuming tasks (such as disabling a complex device or researching an obscure bit of knowledge), or at times when the GM wants to build tension and suspense, you can use the extended skill check variant described here.
In an extended skill check, a specific number of successful skills checks must be achieved to complete the task. The complexity of the task is reflected in the DC of the required check, the number of successful rolls required to complete the task, and the maximum number of failed rolls that can occur before the attempt fails. In most cases, one or two failed rolls do not mean an extended skill check has failed; however, if three failed rolls occur before the character makes the required number of successful rolls, the attempt fails. Although three failures is a common baseline, GMs are encouraged to change the number if the situation warrants it.
{| cellpadding=2 cellspacing=0 align="center" style="margin:1em auto;clear:both;" class="toccolours"	Ordinary 	Researching forgotten arcana (Academics)	
7 to 9 	Good 	Bypassing a fiendishly complex trap (Infiltration)	 	
10 or more	Amazing	Figuring out an alien device (Technology) 	 	
Category:Rulebook
Category:Characters
Category:Skills
Category:Mini Module