Effects of triple-1 skill checks

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Effects of triple-1 skill checks

Postby Thrar » Sun Aug 27, 2017 10:33 pm

What do you do to make your triple-1 on a skill check truly memorable?

After about a year of playing, we've had our first triple-1 in our group yesterday. Unfortunately, it was on an utterly mundane skill check: The character was rolling on Law to determine who would be in charge of an ongoing local investigation and what methods they would use.

In our case, this meant that the character knew everything they wanted to know on the matter in great detail, which the players used to impersonate an official and gain access to a lot of information on the case they wouldn't have had otherwise. Worth it, yes, but not particularly memorable I think. In the end, I decided to also give the character a free skill specialization (Law) on "Policework" to show that the character has great knowledge in that area (don't mind the anachronism) in order to give them some kind of lasting effect.

What are your stories of triple-1s? Have you found cool ways to make otherwise unspectacular skill checks memorable?

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Joined: Sat Aug 13, 2016 5:14 pm

Re: Effects of triple-1 skill checks

Postby bluedragon7 » Mon Aug 28, 2017 7:54 am

Award him a number of AP directly to that skill?

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Re: Effects of triple-1 skill checks

Postby Bosper » Tue Aug 29, 2017 8:14 am

In our theatre knights campaing our goblin tribe-warrior was looking for hints that some cult members have been at a location. he not only found immense amount of hints and information about how many and what kind of cultists have been there, he also found a hidden stash of equipment and now has a special ability that gives him a +1 on smell checks to identify cult members who might still have a faint smell of particular incense on their bodies

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