A lot of the tension here IMO, is the desire for a lot of groups (including mine) to challange both the player and character in an encounter.
In combat, most systems challenge both the player (tactics) and character (abilities/powers) and assume the player is doing his/her best at the tactics, regardless of the characters' ability.
In non-combat situations it widely differs. Some groups challenge the players only and let the players speeches, choice of where to search, etc. be the major determinate of success or failure. Others challenge only the character. There really aren't that many tactical choices, and success or failure is resolved through dice only. (some groups do a good job and have fun acting out the results of the die role though!).
What I think you are searching for is to have some balance like combat where player skill and character ability are both important determinates of success/failure.
This is tough, but skill challenges are heading in the right direction. The key in my mind is to put enough tactical choices into the skill challenge. Some of that comes from trying to figure out how to use a "good" skill in the challenge.
Anyone else find ways to put more tactical decisions for the players into skill challenges?
In combat, most systems challenge both the player (tactics) and character (abilities/powers) and assume the player is doing his/her best at the tactics, regardless of the characters' ability.
In non-combat situations it widely differs. Some groups challenge the players only and let the players speeches, choice of where to search, etc. be the major determinate of success or failure. Others challenge only the character. There really aren't that many tactical choices, and success or failure is resolved through dice only. (some groups do a good job and have fun acting out the results of the die role though!).
What I think you are searching for is to have some balance like combat where player skill and character ability are both important determinates of success/failure.
This is tough, but skill challenges are heading in the right direction. The key in my mind is to put enough tactical choices into the skill challenge. Some of that comes from trying to figure out how to use a "good" skill in the challenge.
Anyone else find ways to put more tactical decisions for the players into skill challenges?