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COMPROBACIONES DE HABILIDADES COMPLEJAS

pict With most skill checks, a single die roll immediately determines whether or not a character succeeds. If a character wants to jump across a chasm or recall a specific piece of information, his success or failure is apparent after a single check.

Para tareas complicadas y que requieren mucho tiempo (como deshabilitar un trampa muy compleja o la investigación de un poco de conocimiento oscuro), o en los momentos en que el director de juego quiere crear tensión y suspenso, la variante compleja de prueba de habilidad descrita aquí podría ser necesario. En tal caso, un número específico de habilidades exitosas Se deben realizar comprobaciones para completar la tarea. La complejidad de la tarea se refleja en el CD de la comprobación requerida, el número de tiradas exitosas requeridas para completar la tarea, y el Número máximo de tiradas fallidas que pueden producirse antes del intento Falla. En la mayoría de los casos, una o dos tiradas fallidas no significa que Una prueba de habilidad compleja ha fallado, pero si se producen tres tiradas fallidas antes de que el personaje realice el número requerido de tirada, el intento falla. A pesar de que tres fallas es un línea de base, se anima a los directores de juego a cambiar el número si el situación lo amerita.

The game master can also apply a penalty to future rolls in the complex check if the character rolls one or more failures. For instance, an intricate trade negotiation requiring a complex Diplomacia check might assess the character a -2 penalty on her checks for each failed check made as part of the complex check (representing the tide of the negotiation turning against her).

Tabla: Ejemplo Complejo Pruebas de habilidad
Éxitos
Required
Complejidad Ejemplo (habilidad)
2 o 3 Leve Adiestramiento de un caballo de montar (Manejar animal)
De 4 a 6 Ordinario Fabricación de una ballesta (Oficio [weaponsmithing])
De 7 a 9 Bien Evitar una trampa diabólica (Desactivar dispositivo)
10 o más Asombroso Elige una cerradura increíble (Open Lock)

Cada tirada de dados es una parte de una compleja prueba de habilidad, y Cada tirada de dados en el intento representa al menos 1 ronda de esfuerzo (puede representar más tiempo, dependiendo de la habilidad o tarea en cuestión).

Al igual que las pruebas de habilidad, las pruebas de habilidad también pueden ser complejas.

Las comprobaciones de habilidades complejas rara vez se utilizan en situaciones que requieren para cheques opuestos.

DETRÁS DE LA CORTINA: ¿CUÁNTOS ÉXITOS?
During play, the game master will encounter additional situations in which complex skill checks may be appropriate. Two questions then arise: How high should the DC be, and how many successes should the task require? The answers to both of those questions depend on how great a chance of success the game master wants the players to have.

Aunque tomar estas determinaciones puede parecer desalentador, el sistema para comprobaciones de habilidades complejas en realidad proporciona el maestro de juego una gran flexibilidad. De acuerdo con las reglas estándar, el juego Los maestros tienen una sola herramienta para representar cada vez más difícil tareas: aumentar el CD. Con comprobaciones complejas, el director de juego también puede utilizar el número de intentos exitosos necesarios para Logre el éxito general para controlar una prueba de habilidades dificultad.

ARDUO OTRA VEZ
Complex skill checks can usually be retried. However, like normal skill checks, some complex skill checks have consequences, and those consequences must be taken into account. (For example, a trap that requires a complex Desactivar dispositivo check to disarm is triggered if the attempt fails, just as with a normal trap and a normal Disable Device check.)

Some skills are virtually useless for a particular task once an attempt to accomplish that task has failed, and this includes complex checks as well as regular skill checks. The Uso de habilidades complejas section, below, describes which skills can be used in complex skill checks and which allow retries after failed attempts.

INTERRUMPIR UN COMPLEJO PRUEBA DE HABILIDAD
Most complex skill checks can be interrupted without adversely affecting the result of the check. However, the game master is free to rule that interrupting a specific check affects the result. At the game master's discretion, an interruption can count as one failed roll in the check's progression or can mean that the complex check fails.
AYUDAR A OTRO
You can use the aid another action normally with complex skill checks. Characters aiding the character making the attempt must roll their aid another attempts each time the character makes a new die roll that is part of the complex skill check.
TOMANDO 10 Y TOMANDO 20
You can take 10 on a die roll during a complex skill check in any situation when you could take to on a normal check using that skill.

No puedes tomar 20 cuando haces una prueba de habilidad compleja. Tomando 20 representa hacer la misma prueba de habilidad repetidamente hasta que tener éxito, pero cada dado exitoso tira en una prueba de habilidad compleja representa solo una parte del éxito que debes lograr para Completa la prueba de habilidad.

Por qué ¿COMPROBACIONES COMPLEJAS?
Complex skill checks allow the game master to build suspense in critical situations, add tension to multiple-round tasks during combat, enhance special adventure-specific tasks, and resolve complex activities more quickly.

Para crear suspenso con complejas pruebas de habilidad, el maestro del juego puede simplemente sustituir una prueba de habilidad compleja por una habilidad normal durante una tarea crítica. En la mayoría de estas situaciones, el uso de un La comprobación compleja disminuye la probabilidad de que una tirada fallida causar un revés significativo a la fiesta.

Complex skill checks provide a more balanced way of creating combat-affecting situations that depend on skill checks. For example, a complex Conocimiento (architecture and engineering) check made to find the weak spot in a narrow stone bridge might allow the characters to collapse the bridge more easily and elude a group of powerful pursuers.

Las pruebas de habilidades complejas también pueden mejorar las habilidades específicas de la aventura o tareas específicas de la ubicación, como la desactivación de un trampa, tasar una obra de arte extremadamente rara, etc.

Complex skill checks let players resolve complicated situations with fewer die rolls. This is especially true of complex social interactions requiring multiple Farol, Diplomacia, or Intimidar checks.

Tabla: Posibilidades de éxito
Obligatorio
Roll
Sencillo
Check
Complejo
Check (31)
Complejo
Check (51)
Complejo
Check (101)
  1. Número de éxitos requeridos. (En cada caso, tres fallas finaliza el intento).
  2. Si el carácter puede tomar 10, el éxito está garantizado.
22 95% 99.88% 99.62% 98.04%
62 75% 89.65% 75.64% 37.07%
11 50% 50% 22.66% 1.93%
16 25% 10.35% 1.29% 0.004%
20 5% 0.12% 0% 0%

En la mayoría de las situaciones, cuando el director de juego siente una habilidad compleja está justificado, es apropiado para el DC de un complejo comprobación de habilidad para que coincida con el CD de una comprobación simple que implique el mismo actividad. Esto disminuye la posibilidad de que el personaje logre éxito general, sino debido a que las comprobaciones de habilidades complejas se utilizan para mejor efecto en situaciones tensas y encuentros culminantes, Aumentar la dificultad añade sabor al escenario.

Aumentar el número de éxitos requeridos siempre aumenta la dificultad de la tarea, pero el grado de aumento depende en gran medida sobre la probabilidad de que el personaje que intenta la comprobación Consigue un éxito cada vez que lance el dado.

For example, Freeble has a Desactivar dispositivo modifier of +14 and he encounters a trap with a DC of 25. Under the normal rules, Freeble has a 50-50 chance of successfully disarming the trap (because half of the possible results on a d20 are 11 or higher, granting her a success). If the trap requires a complex check to disarm, however, these odds can change. If succeeding on the complex check requires a certain number of successful die rolls before the same number of failures are recorded, Freeble's chance of overall success is essentially unchanged, but if the trap requires more successes to disarm than the number of failures required to fail the complex check, the chance of overall success drops. The more difficult it is for the character to meet or exceed the DC, the more pronounced the difference. If in the above example Freeble had a Disable Device modifier of +9 (meaning that he has to roll a 16 or higher to get a success), increasing the number of required successes reduces the chance of overall success much more rapidly.

To determine the likelihood of overall success on a given complex skill check, compare the number that the character must roll on a d20 (obtained by subtracting the character's skill modifier from the check's DC) to the number of successes on Mesa: Oportunidad de éxito. Mediante el uso de esta tabla para guiar la elección de CD y número de éxitos, el director de juego puede dar dos comprobaciones con igual probabilidad de éxito muy diferentes Sabores.

USO DE HABILIDADES COMPLEJAS
The following section provides general guidelines for using the complex skill check variant with each skill in the d20 game system.
Valorar

The Valorar skill seldom lends itself to complex skill checks. In rare cases, the game master might rule that a relic from a lost civilization or an extremely powerful magic item might require a complex skill check to appraise properly. In these cases, the DC and number of successes required should be determined by the game master specifically for the item in question.

Alternativamente, si un elemento tiene un valor común que se acepta en la mayor parte del mundo de la campaña, pero un valor drásticamente diferente en una pequeña parte del entorno, puede requerir una simple para evaluar el valor común del artículo y un segundo valor (generalmente en un CD más alto) para evaluar el valor del artículo en el área específica.

Equilibrar
Since one Equilibrar check covers movement over a short distance, using the skill does not lend itself to complex skill checks. Situations that call for multiple Balance checks always require multiple simple checks, not one complex check.
Farol
Almost all uses of the Farol skill require only a single roll to indicate whether or not you successfully fool an individual or a small group. However, in certain complicated social situations, a game master might want to speed the game along by requiring one complex Bluff check rather than many simple checks.

For example, one of the characters wants to spend several days in a noble's court trying to convince the people there that he and his adventuring companions are more capable than they really are. Rather than roleplay the many individual interactions, the game master decides to simulate this activity with a complex Farol check. Because the nobles have heard little of the group's exploits, the game master sets the DC at 25 and requires that the player achieve five successful rolls before rolling three failures. Although this is a good simulation of the character interacting with a series of minor NPCs over several days, the game master still decides that interactions with a few individuals (the duke, his chancellor, and one renowned knight in the duke's service) are too important to incorporate into the complex check, and decides that the player should roleplay short encounters with each of the three and make separate, simple Bluff checks for each of them.

Ascensión
Because one Ascensión check covers movement over a short distance, using the skill does not lend itself to complex skill checks. Situations that call for multiple Climb checks always require multiple simple checks, not one complex check.
Concentración
Typical use of the Concentración skill never requires a complex skill check, but special circumstances might require complex checks as determined by the game master.

For example, the entrance to an enchanter's laboratory might be magically enhanced with mental barriers to entry and require a complex Concentración check to pass through.

Oficio
Normal use of the Oficio skill in many ways resembles a complex skill check, though it penalizes the character on each failure (rather than only after three failures).

You can replace the standard Oficio check rules with a complex Craft check. In that case, a single failed check doesn't ruin one third of the raw materials; instead, rolling three failures before achieving the requisite number of successes ruins one third of the raw materials, requiring the character to start over. Each check represents a single day (if the item's value is no more than 1 gp) or a full week (if the item's value is higher than 1 gp) of work.

Tabla: Comprobaciones artesanales complejas
Artesanía DC Éxitos
Required
9 o menos 1
10-14 3
15-19 5
20-24 7
25 o más 10
Descifrar script
Complicated books, convoluted essays, or coded documents might require a complex Descifrar script check. When a character attempts to decipher an extremely long document, the game master can require one complex skill check rather than a simple skill check for each page. The DCs for complex checks follow the same guidelines that normal Decipher Script checks follow (DC 20 for simple messages, DC 25 for standard texts, and DC 30 or higher for intricate, exotic, or very old writing). Succeeding on the complex check requires that the character achieve one successful attempt for every ten pages of the manuscript before failing the check three times.
Diplomacia
Although typical use of the Diplomacia skill does not allow retries or lend itself to complex skill checks, a game master might choose to simulate an unusually long diplomatic session or interactions with multiple small groups for an extended period of time with one complex Diplomacy check.

For example, a character wants to convince a large and fractious group of merchants to suspend travel through a dangerous area for a short amount of time so that he and his companions can adventure in the area and confront the monsters there without exposing innocent travelers to danger. Instead of rolling thirty or more Diplomacia checks and roleplaying the reaction of each merchant in the group, the game master uses one complex skill check with a DC of 30 (representing the extreme difficulty of getting all the quarrelsome merchants to agree) that requires five successes before rolling three failures. The game master also might rule that because the tide of opinion can turn against the character very quickly in this case, each failed roil applies a cumulative 2 penalty to further rolls in the complex skill check.

Desactivar dispositivo
Nearly any trap can be made to require a complex Inutilizar Dispositivo check rather than a simple one. If the trap requires a large number of successes (six or more) or if the attempt is ruined by less than three failures, adjust the Challenge Rating of the trap up by 1 or 2 to reflect the greater difficulty of disarming the trap.

A trap that requires a complex skill check may have a higher cost and Challenge Rating than a trap of the same sort that only requires a simple check; see Tabla: Desactivación compleja Comprobaciones de dispositivos. See the Reglas estándar para la trampa costos.

Tabla: Desactivación compleja Comprobaciones de dispositivos
Característica Modificador de coste Modificador CR
3 o más
successes
+250 GP por
additional success
— (hasta 6) o
+1 (7 or more)
3 fallos +0 GP
2 Fallos +500 GP +1
1 fallo +1.500 GP +1
Disfraz
Although typical use of the Disfraz skill does not allow retries or lend itself to complex skill checks, game masters might require that the disguised character make a complex Disguise check in the same complicated social situations that require a complex Farol, Diplomacia, or Intimidar check.
Escapista
Although normal use of the Escapista skill does not lend itself to complex skill checks, a few specific environmental situations might call for a complex Escape Artist check. The most obvious of these and by far the most common is a long, extremely narrow passage that is only wide enough to let a character wiggle through. In this case, each successful roll made in the complex check represents navigating a portion of the passage, and a failed complex check means the character is stuck somewhere within the passage.
Falsificación
As with Disfraz, Esta habilidad rarely lends itself to complex checks, but in unusual situations where a forged document must go through the hands of several individuals, the game master might substitute a complex check for a simple Forgery check.
Recopilar información
Typically, the Recopilar información skill allows characters to get a general impression of major news items in a city or to find the answer to a specific question or information about a specific rumor. As long as the character has only a few questions or rumors to follow up on, a simple skill check should be used. In situations where the characters have half a dozen or more leads and questions to follow, the game master might want to use one complex skill check to resolve the information-gathering attempts. In this case, the number of successes required equals the number of questions or leads pursued, and the game master determines the number of failures that ruin the complex check.

In a complex Recopilar información check, each die roll represents 2 hours spent pursuing each individual question or lead.

Manejar animal
Complex skill checks work well with the extended training times that some uses of the Manejar animal skill require. When an animal is trained for a general purpose such as combat riding or hunting, it requires several weeks of work and one simple Handle Animal check under the normal rules. With the complex skill checks variant, this use of the skill always involves a complex skill check, with each die roll representing one week of training time. Rolling three failed results during the complex check means that the entire attempt fails and that training must begin again. Tabla: Mango complejo Controles de animales
Propósito general Hora DC Éxitos
Cabalgata de combate 6 semanas 20 6
Peleando 3 semanas 20 3
Guardar 4 semanas 20 4
Trabajos pesados 2 semanas 15 2
Caza 6 semanas 20 6
Rendimiento 4 semanas 15 4
Equitación 3 semanas 15 3
Curar
Although normal use of the Curar skill does not lend itself to complex skill checks, game masters are free to require complex skill checks to treat particularly virulent strains of a disease or especially effective mixes of certain poisons.
Esconder
Normal use of the Esconder skill does not lend itself to complex skill checks. In certain unusual situations, a game master might use a complex skill check to simulate navigating an intricate environment such as an urban area while remaining unnoticed (this might mean blending in rather than remaining entirely out of sight in particularly crowded areas). For example, if a character wants to move from one place to another within a large city without being seen by members of the city watch, the game master might use a complex skill check to simulate the character's progress without having to determine the location of every guard or roleplaying each encounter.
Intimidar
Although typical use of the intimidate skill does not allow retries or lend itself to complex skill checks, a game master might choose to simulate an unusually complicated series of social encounters with one complex skill check in the same way that Farol and Diplomacia can be used in such situations.
Saltar
Since one Saltar check represents one jump attempt, using the skill does not lend itself to complex skill checks. Situations that call for multiple jump checks always require multiple simple checks, not one complex check.
Conocimiento
Researching rare or lost knowledge is an excellent use of the complex skill check variant.

To attempt a complex Conocimiento check, a character must have access to a library that the game master decides is sufficient for the task. The game master is also free to rule that several successful rolls in a complex Knowledge check exhaust a particular library or tome's resources and lead the character to another work or library. In this way, a complex Knowledge check can become an adventure in itself as the character searches out rare or lost volumes of information.

Escuchar
Since one Escuchar check represents one attempt to hear something, using the skill does not lend itself to complex skill checks. Situations that call for multiple Listen checks always require multiple simple checks, not one complex check.
Muévete en silencio
Using the Muévete en silencio skill does not normally lend itself to complex skill checks, but a complex check can be used to simulate an unusually long period of moving silently in the same way that a complex Esconder check might be used.
Abrir Cerradura
Although normal locks require only one Abrir cerradura check, the game master is free to include locks or a series of locks that requires a complex check to open. (He can also rule that each casting of a golpear spell counts as six successes toward opening a complex lock.) Particulars for complex locks are given in this table: Mesa: Complejo Abierto Comprobaciones de cerraduras
Calidad de la cerradura DC Éxitos Precio
Muy sencillo 20 2 25 GP
Muy sencillo 20 3 30 GP
Promedio 25 4 50 GP
Promedio 25 5 60 GP
Promedio 25 6 70 GP
Bien 30 7 100 GP
Bien 30 8 120 GP
Bien 30 9 140 GP
Asombroso 40 10 200 GP
Realizar
Normal use of the Realizar skill does not lend itself to complex skill checks. At the game master's discretion, a few rare and powerful magic instruments might require a complex Perform check to activate.
Profesión
Because each Profesión check already represents a week of work, the use of the Profession skill does not lend itself to complex skill checks.
Montar
Normal use of the Montar skill does not lend itself to complex skill checks. A character performing a lengthy demonstration of difficult or trick riding, or competing in a race, might have to make a complex Ride check to pull off the entire show or finish the race; one roll per round is probably appropriate.
Buscar
At the game master's discretion, certain very well-hidden items might require a complex Buscar check to find. Usually this activity represents several individual Search attempts made in sequence and is typically better handled by treating each separate attempt as a normal Search check.
Motivo de sentido
Although typical use of the Motivo de sentido skill does not allow retries or lend itself to complex skill checks, a game master might choose to simulate an unusually complicated series of social encounters in a deceit-filled environment with a complex skill check like those described under the Farol and Diplomacia descriptions.
Juego de manos
Normal use of the Juego de manos skill does not lend itself to complex skill checks. A character performing a lengthy demonstration of legerdemain (such as a magic show relying on sleight of hand) might have to make a complex Sleight of Hand check to pull off the entire show, one roll per 15 minutes is probably appropriate.
Hechicería
Although use of the Hechicería skill does not normally lend itself to complex skill checks, the game master is free to rule that examining a complicated magical effect might require a complex Spellcraft check.
Mancha
Since one Mancha check represents one attempt to notice something, using the skill does not lend itself to complex skill checks. Situations that call for multiple Spot checks always require multiple simple checks, not one complex check.
Supervivencia
The game master might rule that a complex Supervivencia check allows long-term survival in one type of climate or terrain, raising the required number of successes for extreme environments such as arctic regions or deserts.
Nadar
The game master might rule that a complex Nadar check allows a character to successfully swim for a longer period of time than I round. The amount of time each successful complex skill check allows the character to swim, along with the required number of successes and the DC, is given in Tabla: Controles de natación complejos. (The DC is slightly higher than for simple round-by-round checks to reflect the fact that the character is making many fewer checks.) Tabla: Controles de natación complejos
Condición del agua Éxitos Hora DC
Aguas tranquilas 2 1 hora 12
Aguas turbulentas 4 30 minutos 18
Aguas pluviales 8 10 minutos 25
Caída
Normal use of the Caída skill does not lend itself to complex skill checks. A character performing a lengthy routine of acrobatics might have to make a complex Tumble check to pull off the entire show. The frequency of the checks depends on the complexity of the routine.
Usar dispositivo mágico
Normal use of the Usar dispositivo mágico skill does not lend itself to complex skill checks. However, when a character makes a check to activate a magic item (especially a complicated one, or one with several different functions) for the first time, the game master might find a complex skill check appropriate. In very special cases, this check might require a full round of concentration per roll, but it should usually be part of the action required to activate the item.
Uso Cuerda
Since one Usar cuerda check represents one attempt to manipulate a rope, using the skill does not lend itself to complex skill checks. Situations that call for multiple Use Rope checks always require multiple simple checks, not one complex check.