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Player Skill in Skill Challenges
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<blockquote data-quote="Mallus" data-source="post: 4912056" data-attributes="member: 3887"><p>Here's a list of things I'm going to do (coincidentally, my turn as DM is just coming up in our round-robin campaign).</p><p></p><ul> <li data-xf-list-type="ul">Add automatic successes. If the player describes the perfect action, don't even roll a skill check, ie let's pretend we're playing OD&D.</li> </ul><p></p><ul> <li data-xf-list-type="ul">Use a lot of modifiers to skill checks. Encourage player participation/description of actions. Reward reasonable actions, or highly entertaining unreasonable ones. Penalize spamming and limited participation (a little -- I'm not a big fan of penalties that arise from legitimate play style differences).</li> </ul><p></p><ul> <li data-xf-list-type="ul">Dynamically change the primary skills used in the challenge in response to what the players do. If you go the Intimidate route, you gotta back it up with some Athletics, ie a beating.</li> </ul><p></p><ul> <li data-xf-list-type="ul">Give bonuses for using skills in a logical order. If the player before you flattered an NPC using Bluff, try following up with Diplomacy, not a history lesson. Do anything to encourage the creation of an organic narrative, as opposed to dry dice game, ie plot-Yahtzee.</li> </ul><p></p><ul> <li data-xf-list-type="ul">Encourage the use of powers to produce conditional modifiers.</li> </ul></blockquote><p></p>
[QUOTE="Mallus, post: 4912056, member: 3887"] Here's a list of things I'm going to do (coincidentally, my turn as DM is just coming up in our round-robin campaign). [list]Add automatic successes. If the player describes the perfect action, don't even roll a skill check, ie let's pretend we're playing OD&D.[/list] [list]Use a lot of modifiers to skill checks. Encourage player participation/description of actions. Reward reasonable actions, or highly entertaining unreasonable ones. Penalize spamming and limited participation (a little -- I'm not a big fan of penalties that arise from legitimate play style differences).[/list] [list]Dynamically change the primary skills used in the challenge in response to what the players do. If you go the Intimidate route, you gotta back it up with some Athletics, ie a beating.[/list] [list]Give bonuses for using skills in a logical order. If the player before you flattered an NPC using Bluff, try following up with Diplomacy, not a history lesson. Do anything to encourage the creation of an organic narrative, as opposed to dry dice game, ie plot-Yahtzee.[/list] [list]Encourage the use of powers to produce conditional modifiers.[/list] [/QUOTE]
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