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Using Progress Clocks from Blades in the Dark in your D&D Game 

Sly Flourish – The Lazy Dungeon Master
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Mike offers tips for using progress clocks from Blades in the Dark in your D&D game to quickly improvise complex situations with ease.
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27 авг 2024

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Комментарии : 85   
@O4C209
@O4C209 2 года назад
This sounds like an easy to visualize version of a Skill Challenge. I love this. Going to try it out.
@SlyFlourish
@SlyFlourish 2 года назад
The big difference between 4e skill challenges is that skill challenges were usually pre-determined and had pre-determined skills you could use. If a spell bypassed something, the DM didn't know what to do. The number of successes or failures was also abstract and arbitrary. The way I recommend we use progress clocks is to improvise them when the situation calls for them and judge the number of ticks of the clock based on in-world circumstances like gathering X pieces of evidence before raising Y alarms and the like.
@O4C209
@O4C209 2 года назад
@@SlyFlourish makes sense. I actually never played 4e. I got Skill Challenges from Matt Colville. When I've used it, I never had a predetermined set a challenges. I just listened to the players suggestions and decided if it was reasonable. I used one in Rime of the Frost Maiden (SPOILER WARNING) In the White Moose quest where they are trying to find it in the woods, I changed all the random table rolls into a skill challenge (my version), and depending on what the players did, I came up with a Skill DC. Then based on the success or failure I picked the next step from the random table. On one Survival roll failure, I picked the tracks they followed were to a random Moose. The Druid then used speak with animals and asked if it knew where the White Moose was. I may have asked for a Persuasion roll at that point but I changed the failure into a success and had the Moose lead them to the right area of the woods. It then said it doesn't go into that part and left. So, that's how I run them.
@lucaslgm
@lucaslgm 2 года назад
@@O4C209 listen to players em decide if it is reasonable should be the definition of a good GM.
@hieron9366
@hieron9366 2 года назад
I do agree with you strongly that it is generally inadvisable to hide Clocks. A Clock is a visualisation tool, it is used to communicate information about complexity and nature of the ongoing situation, using it's label and size. If you want to conceal something - you can use Clocks with ominous, unclear labels, like "The Empty Vessel craves your soul" or "They ??? !!!" But if you don't want to convey any information - it means that you don't have to start a Clock.
@ollywright
@ollywright 2 года назад
Progress clocks in Blades are great. Typically in Blades you don't decide ahead of time what the specific steps are in a clock, rather you decide during play if an action might add a tick to a clock. So rather than saying 'These 6 ticks are each one of the 6 gang lords you need to convince,' you just label a clock 'Convince the gang lords', giving the GM and players freedom to add ticks to it later in whatever way feels right at the time.
@GankoInitiative
@GankoInitiative 2 года назад
This Is an important clarification. It’s the open-endedness that allows players the freedom to solve the problem in their own ways. I’ll add that a lot of the fun in Blades comes from adding complications as players work towards that progress. The whole success with complications on a 4 or a 5 makes most roles in Blades as creative and fun as a crit in DND.
@davidvines3883
@davidvines3883 Год назад
I used this recently in my game and my players loved it. They were sneaking into a cult's base. As they arrived, I drew a circle and divided into 4 sections. I said that each failed check results in a section being filled and then the base would be alerted to them (also, the quest giver specifically said NOT to be seen, so no murder-hoboing). One way I rewarded them was when they remembered they already had cultist robes they found previously and kept. When they put them on, I drew another line so the clock was now 6 sections so more failed rolls were needed to lose.
@ianbond8144
@ianbond8144 2 года назад
I've been using Progress Clocks in my Icewind Dale: RotF campaign and have had great success associating them with character secrets so players can surprise each other with reveals. But Mike's tips on clock specificity and disposability are wonderful additions for me!
@jf649
@jf649 2 года назад
Sounds cool. How exactly did you use them with secrets?
@ianbond8144
@ianbond8144 2 года назад
@@jf649 Some players have clocks that are very much on a timer - the Slaad Egg secret for instance. They roll when conditions align to see how far the clock progresses - regarding the Slaad Egg, whenever the character used a particular weapon, he rolled to see if it added to the clock. Eventually when his clock was full, the secret became public. Other players just used clocks to track down time activities like making a new weapon, writing a poem, or finding out information about side projects. Depending on the difficulty of the task we agree on a 4, 6, or 8 segment clock. I used the following method for all clocks: straight d20 roll, on a 1-5 there is no progress, an a 6-15 fill in one part of the clock, 16-20 fills in two parts of the clock.
@MarkMassengale
@MarkMassengale 2 года назад
Might be worth mentioning that GMs are completely in charge of Progress Clocks: creating and ticking them. I remember that being easy to misunderstand at first, and things get weird if you do.
@jayteepodcast
@jayteepodcast 2 года назад
Great video, this rule works better for heist adventures, but in a way it is basically the chase rules. I was planning to use progress clocks in my Strixhaven game for the exams you have to take. Keep in mind heist adventures work well because the story has happen and that you are failing forward to the conclusion. The failure is what makes the story better, but most people never want to fail in 5e for some reason.
@andreapregnolato5650
@andreapregnolato5650 2 года назад
The clocks could potentially work for everything, it depends on your goal and personal taste. For example, in Blades in the Dark, where NPCs don't have characteristics, clocks can be used even to mark your progress in defeating a particularly tough enemy. And it's not just for combat, it can be applied to social interaction, information gathering, crafting projects, faction's plans progress...
@andrewhaldenby4949
@andrewhaldenby4949 2 года назад
Mike ty! Just to say, I received return of the lazy DM for Christmas , and it has already transformed my game
@SlyFlourish
@SlyFlourish 2 года назад
Awesome! Thank you!
@SilverDragonAcademy
@SilverDragonAcademy 2 года назад
I made a video about this exact same topic! I love clocks for this purpose. They have really helped up the verisimilitude of my games.
@jeybee2797
@jeybee2797 2 года назад
I saw a reddit discussion about what people take from other games to their dnd table. A couple posters had mentioned progress clocks, and then I found this video! I appreciate the expanded information, I wonder if there is a way to integrate some of their features into the notion campaign note database to add to your template, for longer term clocks.
@SlyFlourish
@SlyFlourish 2 года назад
A real simple text line of ticks can do the trick. No need to get fancy
@TheEctomancer
@TheEctomancer 2 года назад
I recently used Progress Clocks in White Plume Mountain to keep track of the geysers in the Geysers and Chains room. I kept them hidden with plans to show them once someone succeeded in an Investigation or similar roll to represent the characters figuring out the pattern.
@scmh1288
@scmh1288 2 года назад
This is something I do behind the screen for skill challenges.
@gedece
@gedece 2 года назад
I've been thinking about this lately and I found that progress clocks in theater of the mind remote play require some thinking. I finally ended with several premade different clocks in different positions that I can show to the player using the camera. this is because sometimes clocks can go back, so having all the steps pre-prepared is handy. I ended with little bundles of 4, 6 and 8 pieces clocks that I can reuse and abuse.
@theparchmentpaladin
@theparchmentpaladin 6 месяцев назад
Neat! I just posted about this topic: it really helps to keep the clock in view as much as possible, both for the GM and the players. I like your idea of flashing clock state before the camera for TotM play. I have also found that adding a spinner arrow to a clock makes it dead easy to move forward and back.
@snackpack6833
@snackpack6833 2 года назад
Savage worlds does this really well with Dramatic Tasks. Ironsworn does this with progress tracks.
@elfbait3774
@elfbait3774 2 года назад
I wonder how well this would work on a campaign scale? I know a lot of "campaign simulator" type board games, like Runebound, use a sort of doom clock mechanic. I wonder if this might be a cool way to keep players motivated in a campaign. Set the goal and then set the clock with certain key things needed to keep the clock held at bay or advancing the clock toward "doom".
@SlyFlourish
@SlyFlourish 2 года назад
Sure!
@bordeterre5234
@bordeterre5234 Год назад
It’s actually also used that way in Blades in the Dark, tracking progress of different faction’s goals
@domblebuilds
@domblebuilds 2 года назад
Another mechanic I steal from Blades is the flashback mechanic. I play Pathfinder 2e, so sometimes (usually specific sessions I'll call it out as being allowed for that session) I'll let a player cash in a hero point for a flashback, and just start them in media res for the session. Works well for heists, but also anything else that needs a huge amount of planning in game, like a complex ritual or delicate intrigue situation.
@SlyFlourish
@SlyFlourish 2 года назад
Yep!
@taejaskudva2543
@taejaskudva2543 2 года назад
I like progress clocks and how they're used in Blades and other PbtA games. I feel like clocks have been around at least since Shadowrun and the White Wolf Storyteller games, if not even before, because as soon as you have a count up or countdown and accumulate successes over multiple rolls, there's a clock. The specifics of the implementation in Blades is maybe a bit different than in some other games, but isn't that always the case for any particular game? What I don't get is the intense love or intense hate for clocks or the idea that it is a very opaque, obscure mechanic. I feel like it all came from people resenting an indie game for adding theming to a mechanic, or maybe less for that and more for people thinking it was something new. Or maybe just the fact that there is a graphic component, or that it has a name instead of just discussing it as an accumulation of successes, or that there was an open-endedness to how they could be used... I dunno. I don't understand why people get all worked up over stuff. But then, I also don't understand the intensity of pro sport fandom, or how every fandom seems to end up turning into something judgemental and exclusive of adjacent fandoms. Huh. That went off in a weird direction. Sorry, didn't mean to rant!
@SlyFlourish
@SlyFlourish 2 года назад
¯\_(ツ)_/¯
@MarkMassengale
@MarkMassengale 2 года назад
Great suggestion! And now I want a follow-up on how this concept might be applied to HP in D&D 🤔 💡
@mmardh799
@mmardh799 2 года назад
thank you
@richardhealy
@richardhealy 2 года назад
Could progress clocks be used to abstract a seige between an attacking force and a defending force inside a fortress? Success/Failure being represented by something like: Reinforce+defend the archers on the walkway Vs, The Archers are cut off and over run.
@SlyFlourish
@SlyFlourish 2 года назад
Sure!
@kevoreilly6557
@kevoreilly6557 Год назад
Yeah, tug of war clock
@MemphiStig
@MemphiStig 8 месяцев назад
Today I learned that "progress clocks" is a dangerous tongue twister.
@scubaguymi
@scubaguymi 2 года назад
Are any labels added to clocks? As a title of for each step? I am intrigued by the idea and trying to wrap my head around it.
@toufexisk
@toufexisk 2 года назад
To those of you DM's that have used both Progress Clocks and skill challenges: Would you say Clocks > Challenges ? or perhaps it depends on the situation? At first glance PG's seem more flexible to me. Where do you think a SC would be the superior option?
@SlyFlourish
@SlyFlourish 2 года назад
Offering my experiences. Skill challenges, according to the 4e DMG, are planned out ahead of time with an arbitrary number of successes and failures and a set of applicable skills. Progress clocks can be improvised, the steps can mirror the actual things going on in the world, and any approach the characters take in the world may move a clock forward (or affect a clock in some way). The simplicity of the progress clock makes a more valuable tool in my personal lazy DM toolbox which is why I'm talking about it here.
@poetryalpastor
@poetryalpastor 2 года назад
If you're asking about differences between using clocks in Blades and Skill Challenges in DnD, there's many differences, but I'm assuming you're asking about blades-style clocks in DnD. In that case, the main difference is that Skill Challenges are always two racing clocks; one represents progress towards success and another, which is half as big, represents progress towards failure. Blades-style clocks don't necessarily have a fail condition; instead, each individual failure should come with a consequence, even if that consequence does not lead to the eventual failure of the skill check. So, yes, blades-style clocks are more flexible, but only really work if you assume blades-style rolls as well.
@brianetty2684
@brianetty2684 2 года назад
Progress clocks are a measurement of avoidance/distance/cost (effort/time/luck) to a specific outcome that may or may not happen. Skill challenges are representative of a goal that in trying to achieve represents an inherent danger or complication. I think that Progress clocks can be used as a building block to better understand and create situations that complex skill challenges are unable to represent. A skill challenge is a great example of opposing clocks in that the negative outcome is registered from one clock and the positive outcome from another. Where progress clocks can both take things to the next and bury you is in number of clocks you can employ and track. Of course much like in PbtA you can manage this by allowing players to track clocks that they are aware of. It also allows for players to take agency even within DND to track things about their characters. While I favor the idea of Skill Challenges I think the bottom line is that Progress Clocks area much easier thing to understand, teach, and share. While skill challenges presented as a complex system of rules and managed outcomes tends to overwhelm and complicate things.
@JTSpangler
@JTSpangler Год назад
Do you have a resource that shows this visually? I'm having a tough time iimagining how I'd fold these into my games (all remote on owlbear rodeo)
@poetryalpastor
@poetryalpastor 2 года назад
I disagree strongly that clock segments should always represent concrete steps but I can't think of a single reason why, I just feel it in my gut. Foiled by the lazy dungeon master once again.
@dahobdahob
@dahobdahob 2 года назад
So, I love clocks, and I wasn't going to jump on this because just having the idea out to more people is an wonderful thing, but I agree with you. Clocks are just hit points on a situation. The clock should be labeled as to the thing that will occur when the clock is filled. By tying specific events to the segments of a clock, the GM is dictating the /way/ in which the situation must resolve. That directly opposes the "play to find out" principle of BitD. I think part of it is nuance in stake setting. Instead of "the lock is opened", which is task based focused on the lock, maybe "The PCs gain access to the vault room" which is what they are trying to do. At that point, lockpicking, smashing the door, tunneling through the wall, tracking down the guy with the keys are all valid ways to fill the clock. IMO, clocks do not measure task resolution, they measure narrative stakes. If the party is sneaking into a place, you put down a "The guards are alerted" clock because now, that is an explicit tension looming over the scene. It is the dramatic music that slowly swells.
@EmethMatthew
@EmethMatthew 2 года назад
This reminds me of skill challenges from 4e, but I actually prefer this analogy of clocks or other mechanical devices.
@SlyFlourish
@SlyFlourish 2 года назад
In my experience, the big difference between 4e skill challenges and progress clocks is that progress clocks can be easily improvised, match in-world circumstances, might be bypassed completely by a creative approach, and don't have a set of applicable predetermined skills. 4e skill challenges were pre-determined (often written right into an adventure), had specific applicable skills, and the number of successes and failures weren't based on an in-world circumstance but a general degree of complexity.
@EmethMatthew
@EmethMatthew 2 года назад
@@SlyFlourish Yeah, that's basically exactly what I like about this is the versatility in application over the much more limited analog in 4e. Thanks for bringing this to our attention! I'll have to also check out the TTRPG system it came from...
@davidmc8478
@davidmc8478 2 года назад
What I struggle with is how to implement a major plot clock, if the PCs are trying to stop a cult ritual then surely no matter how fast they progress the final denouement will be confronting the BBEG mid ritual?
@SlyFlourish
@SlyFlourish 2 года назад
Sure. That’s fine. But maybe they can weaken the ritual! See my “thee of five keys” article and video
@ttprophet
@ttprophet 2 года назад
all non combat checks suceed and are are minutes= DC20 - roll (minimum1) x 1d4CR this lock is lvl3. I roll a 15 on tool check. 20-15=5min. 5min x 3lock= 15 minutes to picklock. the guards will come back in 2d20 minutes. try to roll higher than 15.
@jimbecker5021
@jimbecker5021 2 года назад
I tried watching this video, but I need the captions because of severe hearing loss. The captions are an incomprehensible mess, and there are no visuals to help me figure out what the captions are saying. The only captioning option is marked "Vietnamese (auto-generated)," which might explain the problem. Here's an example excerpt from the captions: "other major influence tongo congress and gentle Monster a worthy of Heart." Beats me what that's supposed to mean.
@SlyFlourish
@SlyFlourish 2 года назад
I’ll see if adding the captions from my video editing software helps
@Aikuchi
@Aikuchi 2 года назад
Still having trouble wrapping my brain around progress clocks .....
@johnmickey5017
@johnmickey5017 2 года назад
Something happens at number six (or 2, or whatever) and you make a tally mark every step until then. Could be good, bad, or whatever. Some examples: Pillar falls when it gets hit twice; you need to pass four challenges to sneak into the lair; the guards become aware after three alerts. Or you call it the tally a clock, bifurcate a circle multiple times and fill it in each time something happens, then everyone calls you a game design genius. :)
@synmad3638
@synmad3638 2 года назад
It's basically a way for the DM, and maybe the players, to visualize the progress of a certain situation
@Silkspar
@Silkspar 2 года назад
it's a "to do" list that is usually done in sequence. When all items are complete a "thing" happens.
@sapientmuffin
@sapientmuffin 2 года назад
@@Silkspar not quite. It's more like saying "here's a complex thing that we're going to track via a Clock with ticking segments on it. Things you do can have an effect on how many ticks are added or removed from it, and thus, how close you are to achieving something, or thwarting/stopping/delaying it." It can also just be used as a GM tool to track stuff, or handle chase sequences, a battle between two armies (adding and removing ticks from a "The Dark Lord Wins" Clock) or any other number of things. It's not a list though. I mean, they could definitely be used that way! But they're a flexible tool that help facilitate play around complex goals, obstacles, threats, events, etc. A big key is that when Players try to have an effect on a Clock's progress, they decide how they'd like to try and do that. The GM will tell them how much of an effect their approach will have, and what it requires/how difficult it will be + what's at risk in attempting it. Players are free to rescind and/or propose a different approach, or do something to augment their approach. The GM is free to say "sorry, that'd be 0 ticks of effect on the Clock. But maybe if you did xyz, it'd be..." and so on.
@Silkspar
@Silkspar 2 года назад
@@sapientmuffin you are taking about fidelity and "how," not "what." I know it's a little reductionist to call it a "to do" list but it really is just that at it's core. Negotiating cost or "ticks" is sub-dividing a task or "to do," and agreeing how much will be done? That's a sub clock. All that stuff you mentioned is true, but it's what you are doing with (and to) the "clock" not what it is, and I'd wager all the stuff you wrote is part of why it's sometimes hard for people "get it." These also an advanced concepts that can wait until the original poster is comfortable with the base one.
@MRdaBakkle
@MRdaBakkle 7 месяцев назад
Progress clocks are just skill endeavors with a bit more detail. Edit: this isn't to degenerate progress clocks. They are good tool. Just my base opinion.
@EricKamander
@EricKamander 2 года назад
Speaking of complex situations, this sounds like an unnecessarily complex way of describing requiring multiple skill challenges, possibly contested and/or gradually increasing. :) FWIW I would suggest that whether are not the rolls are visible to the players depends on whether the characters are aware of the outcomes. For some challenges, especially contested challenges, that might mean players only see some of the results.
@EricKamander
@EricKamander 2 года назад
Another option to consider for contested skill challenges is using different dice (other than d20) to reduce the degree of variance in the contest. (In a game of tug-of-war, avoid giving a 10 STR creature a 34% chance of beating an 18 STR creature by having them roll d6 instead of d20, resulting in only an 8.33% chance.)
@dondumitru7093
@dondumitru7093 2 года назад
I feel like progress clocks, especially improvised ones that you come up with to deal with novel situations, SHOULD be hidden from players. At least, the exact details should be hidden. Players should understand that they will need to succeed on multiple steps, but I feel like giving players every detail of the progress clock can take away from the power of the narrative and from tension. Having later stages of the progress clock only become apparent to players after they have completed earlier stages, really increases verisimilitude and tension. That means that their progress through a progress clock is actually part of the Exploration pillar!
@johnmickey5017
@johnmickey5017 2 года назад
Honestly if you’re not communicating progress through the narrative, you’re just playing a dice game. No need to make progress tallies player facing unless there is a really good reason, maybe downtime activities or something.
@synmad3638
@synmad3638 2 года назад
@@johnmickey5017 I agree, I think clocks are best used as a way to help the DM not lose track of the state of a situation thus freeing some brain power
@SlyFlourish
@SlyFlourish 2 года назад
I'm not sure. I think in some circumstances the ticks of the ticks of the clock are things the characters clearly see themselves. Gathering X pieces of evidence for example. I'd err towards exposing the clock to players.
@dondumitru7093
@dondumitru7093 2 года назад
@@SlyFlourish Getting specific, the players won't know ahead of time how many pieces of information they need, they won't know the DC's of gathering each piece of information, they won't know if they ONLY need to gather information vs. needing to do other stuff as well. I'm not arguing that the progress is completely invisible. What I am arguing is that if the DM chooses to use a skill challenge or progress clock, then the DM should at least sometimes try to keep the mechanics of that to themselves, and instead try to weave a narrative and exploration which is what the players see. The larger the progress clock, the more inscrutable the players' position on it should be, and the harder it should be to see all of the corners - at least until the players have explored it some. If there is a progress clock for making a powerful magic item, maybe the first time the players try to make such an item, they don't know the full contours of the progress clock. But after they complete it the first time, the DM can then narrate that because the players now have experience creating these sorts of things, that they now have better understanding of how it works.
@poetryalpastor
@poetryalpastor 2 года назад
No lol, this is pretty bad advice. Characters in the world have a sense of how much progress they're making and would know how much progress is needed or, if not, can usually do something to find out (in which case you could hide them until they know). I'm not gonna tell you to never hide them, even though I can't think of a situation where I have, but saying they *should* be hidden is baloney.
@Dereliction2
@Dereliction2 2 года назад
This describes 4E's mutable skill challenge system pretty well. Which is a little nutty because people loudly rejected and disliked that during 4E's time, but everywhere you look these skill challenge like approaches are bubbling up and finding popularity today. /shrug
@kaipoh265
@kaipoh265 2 года назад
0/6 Guards are called That's what I type in the chat, it doesn't take long and that's how progress clocks are shown in my game. It ain't hard and yeah, it's basically like in 4e. Also, because it's a clock, it implies a countdown and lets me tick it when players take too long. It's really not hard to use.
@SlyFlourish
@SlyFlourish 2 года назад
The big difference between 4e skill challenges is that skill challenges were usually pre-determined and had pre-determined skills you could use. If a spell bypassed something, the DM didn't know what to do. The number of successes or failures was also abstract and arbitrary. The way I recommend we use progress clocks is to improvise them when the situation calls for them and judge the number of ticks of the clock based on in-world circumstances like gathering X pieces of evidence before raising Y alarms and the like.
@poetryalpastor
@poetryalpastor 2 года назад
I mean a lot of the same people who hate 4e skill challenges also hate BITD and a lot of the people who play Blades love 4e . . .
@TheCaptnChunk
@TheCaptnChunk 2 года назад
Isn't this just skills challenges from 4e?
@SlyFlourish
@SlyFlourish 2 года назад
The big difference between 4e skill challenges is that skill challenges were usually pre-determined and had pre-determined skills you could use. If a spell bypassed something, the DM didn't know what to do. The number of successes or failures was also abstract and arbitrary. The way I recommend we use progress clocks is to improvise them when the situation calls for them and judge the number of ticks of the clock based on in-world circumstances like gathering X pieces of evidence before raising Y alarms and the like.
@r655321
@r655321 2 года назад
Feel free to pull the camera back a bit.
@Teneban
@Teneban 2 года назад
I'll be honest, I never quite got the hype around "progress clocks". It's like everyone collectively agreed that common sense adventure writing was something invented and copyrighted by this one indie TTRPG about heists. Like, yes, of course, the plot will progress. Usually in a series of steps. Maybe you represent this with a pie chart, maybe you represent this with a number that goes from 0 to 4, maybe you give each step a name. Doesn't make a difference as far as I'm concerned. I don't get it. Coming from an IT background, this is the same cult shit as I see every day. Nooo, we're not "talking about what to do next", we're honoring our Scrum Rituals to please our holy text, the Agile Manifesto! Oooh! So marketable!
@sapientmuffin
@sapientmuffin 2 года назад
Not trying to change your mind here, just clarify: Clocks are just tools to help the table track things that are complex or might require more effort than a singular Fictional action can fulfill. (whether by PC or NPC) They're descriptive, not prescriptive. They're especially great for giving Players a sense that they always know exactly what's at stake in these situations, and how far along they are in achieving something, or how close they are to something bad happening. The Players are always told how much Effect they'd have on the Clocks before they roll or spend a resource and etc., and that gives an extra sense of weight to their decisions. They're also great "heat sinks" so to speak, the most obvious and common example being Stealth, and by proxy they're also great for tension. If something happens in the Fiction that would instantly fill or clear a Clock, that happens. They're basically just a nice way to track things that will probably develop over time as opposed to over the course of one or two Fictional moments/decisions. (But one or two Fictional moments or decisions could very well fill a 12-clock, depending on the Fiction.) They're just tools though, the game will tell you as much itself.
@johnmickey5017
@johnmickey5017 2 года назад
I came to comments to say the same thing. “Clocks” are rebranded skill challenges, which were just structured exploration challenges. Goes to show how successful you can be by branding common sense, clocks are more complicated to create denote than using check marks or writing /x, like /4 successes. lol I’m a “Scrum Master” too and💯
@kaipoh265
@kaipoh265 2 года назад
The rest of us use current terminology and live in the present. We don't refer to Mac OS specifically when talking about window-and-icon user interfaces, because something else has come along that implements it better. If Wizards wanted Skill Challenges to be a big deal they shouldn't have buried all the best parts of 4e when they made the next edition.
@SlyFlourish
@SlyFlourish 2 года назад
@@johnmickey5017 The big difference between 4e skill challenges is that skill challenges were usually pre-determined and had pre-determined skills you could use. If a spell bypassed something, the DM didn't know what to do. The number of successes or failures was also abstract and arbitrary. The way I recommend we use progress clocks is to improvise them when the situation calls for them and judge the number of ticks of the clock based on in-world circumstances like gathering X pieces of evidence before raising Y alarms and the like.
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