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General Tabletop Discussion
*Pathfinder & Starfinder
Skill Challenges: How Much Have They Improved?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 5201084" data-attributes="member: 82106"><p>Yeah, really, a player that simply tries to intimidate everything? I'm thinking he's going to spend a lot of time locked in a cell somewhere or running away from the consequences of his actions. </p><p></p><p>Remember, every PC has a number of skills. In a typical party any given character will have at least 2 skills he's going to excel at. A challenge should generally have a variety of conditions the party encounters which give them the chance to decide what they're going to try next.</p><p></p><p>Spamming happens when the SC is too narrow or the DM fails to have the environment react to the players.</p><p></p><p>Lets imagine a puzzle challenge, the characters have to work some gizmo within a time limit. This is a pretty narrow situation, but it can trivially avoid spamming. The first obstacle is getting the gizmo open, which can be accomplished by thievery. Next arcana is required to understand the magical runes revealed. Next Endurance is required to keep winding the key fast enough the runs the gizmo. Next History is required to pick the right setting for the levers on the gizmo. This can be extended for as long as the DM wants to make the SC. Three failures at any point means the PCs fail to accomplish the task in the required time limit. No spamming, pretty much everyone will get to participate.</p><p></p><p>Notice that the challenge reacts to the PCs actions, the situation evolves. It could even evolve in different ways depending on what choices the PCs make. Each increment of progress unlocks different skills. Its a pretty simple linear example, but I think its illustrative of at least one general pattern of SC design that works well.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 5201084, member: 82106"] Yeah, really, a player that simply tries to intimidate everything? I'm thinking he's going to spend a lot of time locked in a cell somewhere or running away from the consequences of his actions. Remember, every PC has a number of skills. In a typical party any given character will have at least 2 skills he's going to excel at. A challenge should generally have a variety of conditions the party encounters which give them the chance to decide what they're going to try next. Spamming happens when the SC is too narrow or the DM fails to have the environment react to the players. Lets imagine a puzzle challenge, the characters have to work some gizmo within a time limit. This is a pretty narrow situation, but it can trivially avoid spamming. The first obstacle is getting the gizmo open, which can be accomplished by thievery. Next arcana is required to understand the magical runes revealed. Next Endurance is required to keep winding the key fast enough the runs the gizmo. Next History is required to pick the right setting for the levers on the gizmo. This can be extended for as long as the DM wants to make the SC. Three failures at any point means the PCs fail to accomplish the task in the required time limit. No spamming, pretty much everyone will get to participate. Notice that the challenge reacts to the PCs actions, the situation evolves. It could even evolve in different ways depending on what choices the PCs make. Each increment of progress unlocks different skills. Its a pretty simple linear example, but I think its illustrative of at least one general pattern of SC design that works well. [/QUOTE]
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Skill Challenges: How Much Have They Improved?
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