Designing Extended Challenges: The Core Rules

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Below the “read more” tag, are the rules for running 13th Age Extended Challenges

Which means I’m finally done!

Or, perhaps not.

These rules only really cover running the challenges – great if you have an adventure module in hand that uses them, but given as we haven’t released any of those yet not all that useful.

So the new goal is that next week I’ll provide a set of guidelines for building Extended Challenges suitable to your party’s level – along with some examples.

After you read the rules below let me know what you’d like to see in the encounter building guidelines: and what you think the rules have missed!

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Designing Extended Challenges: Fitting 13th Age

A lot of this series has addressed implementing Extended Challenges in a general sense, but I am specifically developing them for 13th Age, so what are the key elements of 13th Age that can be tied into:

Backgrounds

In 13th Age non-combat challenges are made using skill checks, but they’re based on d20+(ability modifier+level)+a relevant background. These backgrounds are descriptive phrases such as “Trained as a Warlord by the Elf Queen”, “Undead Hunter” or “Crowd Favourite in the Gladiator Pits” – and are free-text, meaning that as a scenario writer it’s impossible to make a list of possible skill checks.

Additionally PCs are encouraged to only have 2 or 3 backgrounds, rather than using a larger skill-list as seen in D&D editions 2-5 – and any attempt to prevent repeated checks needs to take that into account.

So rather than considering re-use of the same background to be repetition, I’m going to define repetition as “Using the same combination of ability score and background as used on a previous successful check”. As for the prevention? I think it’s fair to kick the difficulty up by a notch; you’ve plucked the low-hanging-fruit for that combination, so using it again means you’re trying something harder.

Standardised Difficulties 

The DCs for skill checks in 13th Age are highly standardised; being set based on the environment the encounter is taking place in, and always being multiples of 5. In 4e skill challenges had DCs that were, by default, set by the level of the party, but 13th Age is explicit about them being based on the environment/opposition.

So we’ll use the 13th Age chart when setting skill check DCs.

\/Task/Environment> Adventurer Tier

DC

Champion Tier

DC

Epic Tier

DC

Normal task 15 20 25
Hard task 20 25 30
Ridiculously hard task 25 30 35

 

As you can probably tell this isn’t actually very limiting – when designing an Extended Challenge the environment is likely already set, but that still gives the flexibility of picking whether the challenge is made up of Normal, Hard or Ridiculously Hard tasks.

As a rule I expect to use only “Normal” and “Hard” as the baseline for any extended challenge – most often Normal – but it seems like a good idea to give guidance on when to kick a check up a tier; should harder checks be a punishment for making silly choices, or an opportunity to achieve greater success at greater risk?

Personally I lean to the latter – the former could be a useful tool for GMs who find that their players suggest truly absurd uses of their backgrounds, but 13th Age is generally built on a strong foundation of “Assumption of Good Faith”, so it feels like such a use would go counter to the system philosophy.

Player Narrative Influence: 

For an F20 game, 13th Age is particularly keen on player’s influencing the narrative, so to feed into that I’m going to add flexibility rules:

    1. Encourage players to create obstacles to be overcome, and opportunities that they’ll take advantage of, rather than putting the onus on the GM.
    2. Allow Temporal Flexibility – flashbacks to things that were prepared earlier.

Icon Dice

A significant portion of players’ narrative power in 13th Age comes through the Icon Dice, a set of 3+ d6, each connected to one of the 13 Icons, that each player rolls at the start of every session – and that may occasionally be rolled for special events – but the rules surrounding their exact uses are deliberately rather vague; they are primarily narrative tools and therefore they tend to be used differently depending on the style of each group.

But the kind of narrative influence they offer – ranging from the aid of another ally of your favoured icon to knowledge of your most hated icon’s secret signals – seems like it should fit in with the sort of situation that Extended Challenges are used to resolve. So I’ll be providing an advised usage for them – They allow a roll to achieve a double-success, but 5s also trigger the downside listed for failed risky attempts, even if you’re not using the risky attempt rules otherwise.

The Escalation Die

One of 13th Age’s tricks for exciting combat is The Escalation Die – a d6 that is added at the end of the first round, set to one, and increases by one each round. 

It’s added to all player attack rolls, and serves to make combat more climactic; the obvious strategy of using your biggest spells to eliminate enemies right at the start – “going nova” – is made less optimal by the fact that holding those powers back lets you use them later when they have a better chance to hit.

But it’s explicitly not added to skill checks made during combat – so importing it into Extended Challenges and making it work for skills would be a somewhat strange change – which means no escalation die. But perhaps there’s another way to implement a similar feeling?

Actions that aid the whole party on all future checks can build up like the escalation die can, and encourage players to take more risks as the challenge goes on. This does suggest that perhaps any resource expenditure should still come with an element of risk – rather than expending dailies being a guaranteed bonus success, as I’ve been running them in my home game.

This isn’t even my final post

Last week I announced the post as probably penultimate… turns out that there’s significantly more to do before I can put together a final rule set. Over the next week I’ll be compiling the realisations I made while writing this in order to create a ruleset for Extended Challenges

P.S. thanks to everyone that’s been reading these, and especially those who’ve commented, writing them has really helped me think and having an audience makes writing much easier for me.

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Designing 13th Age Extended Challenges 4 – Non-binary Stakes

First in sequence – SecondThird

First, a note: In discussion after last week’s post the feeling was mixed, but overall it seemed that the advice was to provide both versions – complexity with Aid Another actions and risky checks; alongside a slimmed-down version – which honestly isn’t actually more work in this case, because it saves me the difficult job of deciding which is superior!

So, item 4 on my original list of targets: non-binary stakes. I’m leaning a bit into step 5, fitting the game, too because ultimately I don’t think that the issue of non-binary stakes can be properly addressed outside of the mechanics of the game in which this Extended Challenge system is to be implemented.

Most, though not all, systems have resources that can be lost (such as hitpoints and spells) or penalties that can be gained (such as wounds and fatigue). These are fertile ground for costly successes.

With 13th Age there are three main internal resources that we can look at when it comes to the PCs: hitpoints and recoveries; daily abilities; and icon dice. I’m going to start at the end:

 

  • Icon Dice: These elements allow players to influence the narrative of the game. They generally aren’t given specific mechanical weight, but there’s a strong argument for the sort of narrative change they offer granting a success – our group often uses them in both combat and extended challenges for rerolls.
  • Limited-use Abilities: Spells, prayers, songs, whatever form they may take plenty of classes have abilities that can only be used once per full rest. Taking as a given that even a multi-day extended challenge won’t allow for full rests 1)The abilities may be called “dailies” but extended challenges, and wilderness adventures in general, work a lot better if full rests are required to be more restful than what you’ll get while camping, and taking guard shifts, for 6-8 hours during a full march. expending these abilities also seems like the sort of thing that could bring about an automatic success – or potentially allow the opportunity for a double-success.
    Of course most such limited-use abilities are very combat-oriented – but encouraging players to use them creatively can be great fun. Rather than summoning his ancestors to help him battle a great foe, the Barbarian summons them to help dig a deep pit – and has to use a charisma roll to persuade them that this is a suitable task for them to give their all.
  • Hitpoints/Recoveries: A lot of extended challenges include a natural element of danger, risk to life and limb. Which means that a common consequence for failing at something risky, or for taking too long, should be the loss of health – represented in 13th Age by both Hitpoints and Recoveries.
    Which to use depends on the timescale of the challenge, and its nature. If short rests are going to be easy to obtain due to the timescale of the challenge, allowing the heroes to spend their recoveries to regain lost hitpoints, it’s generally best to just skip the middle step. But if they’re not, if the extended challenge is taking place on a timescale of minutes, or even seconds, rather than hours or days, attacking hitpoints can increase the urgency of the situation 2)Parties with a healer – which is to say, most parties – will be able to dodge this question most of the time by expending healing powers. That’s great, because it lets the healer do their thing. – and present a challenging choice of whether to spend an action on recovering hitpoints rather than progressing towards the goal, a choice that’s built into combat.

 

That’s a good number of factors that can make one victory feel pyrrhic while another feels glorious, but that’s only the start – only the internal factors.

External aspects that can vary between outcomes are also quite numerous, and vary in the level of mechanical weight they carry

 

  • Making Future Encounters Harder: Extended challenges are often found at the beginning or middle of an adventure, rather than at the end, and one easy way to provide consequences is to have combat encounters that follow be more difficult the longer they take to complete (and/or the more risky tasks they fail) – for instance an extended challenge to sneak into a castle vault might be followed by fighting your way out with your treasure.
    If you’ve taken too long and made too much noise you’ll be faced with extra guards on the way out, as the alert level has been raised.
  • Different Levels of Reward: Our Half-orc Artificier and his allies have finished at the ball, and they’ve garnered some support. But how much? It could be a few healing potions for the brave adventurers, a magical heirloom, or a whole detachment of elven scouts to aid the party (perhaps represented as a set of icon die to be spent at appropriate junctures)
    In that case I feel like it would be a round-limited extended challenge, with the reward value depending on the number of successes achieved within the duration of the ball – but in other cases you might need X successes, with each round taken reducing the reward.
  • Impacts on the Fiction: This one is a bit of a catch-all, and yet it’s easily forgotten. Yes I’m building a mechanical system here, but that doesn’t mean there has to be a mechanical outcome – the glory of RPGs comes from blending game elements with roleplaying and storytelling – instead the outcome could be something that only impacts the characters emotionally 3)Admittedly, some systems do give such impacts mechanical weight – but 13th age and the F20 family in general don’t.and/or affects the world as a whole; such as the loss of a village to the invading army before the Elven Courts can be persuaded to rally their defences; or the death of one of the hostages that the heroes were seeking to save.

 

So with all those options in hand, what stakes would you set for your challenges?

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References   [ + ]

1. The abilities may be called “dailies” but extended challenges, and wilderness adventures in general, work a lot better if full rests are required to be more restful than what you’ll get while camping, and taking guard shifts, for 6-8 hours during a full march.
2. Parties with a healer – which is to say, most parties – will be able to dodge this question most of the time by expending healing powers. That’s great, because it lets the healer do their thing.
3. Admittedly, some systems do give such impacts mechanical weight – but 13th age and the F20 family in general don’t.