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*Pathfinder & Starfinder
Skill Challenges: How Much Have They Improved?
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<blockquote data-quote="Quickleaf" data-source="post: 5204523" data-attributes="member: 20323"><p>Thanks for kicking off this thread FireLance! Great discussion <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> Following up on the concept of skill challenge scope, what if the default guideline were that ALL skills should be available in most challenges (at some point during the challenge)? I know that sounds nuts but bear with me... 4e philosophy has two relevant guidelines: (1) no save or die/gotcha effects, and (2) encourage don't limit (eg. vulnerabilites not resistance/immunity according to latest monster design & dev). Think of unavailable skills as a challenge's immunities; most monsters have 1 or 2 tops. Think of skills as powers; in most fights you can use any power (though certain powers are better tactical choices at various points in the fight). What if this were the defining feature of a skill challenge of suitable scope? Let's take it one step further. Auto-fails are the antithesis of 4e design (it is the save or die of the skill challenge); but what about auto-successes and bonus rider effects? These are the challenge's vulnerabilities and encouragement for players to vary skills used. Another incentive to mix up skills are the challenge's resistances - the varying DC associated with different skills. I'm not suggesting this approach for every challenge, and there are a host of problems it doesn't address (like degrees of success), but I think comparing skill challenges to the ideal of 4e combat could redefine how we develop and implement skill challenges.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 5204523, member: 20323"] Thanks for kicking off this thread FireLance! Great discussion :) Following up on the concept of skill challenge scope, what if the default guideline were that ALL skills should be available in most challenges (at some point during the challenge)? I know that sounds nuts but bear with me... 4e philosophy has two relevant guidelines: (1) no save or die/gotcha effects, and (2) encourage don't limit (eg. vulnerabilites not resistance/immunity according to latest monster design & dev). Think of unavailable skills as a challenge's immunities; most monsters have 1 or 2 tops. Think of skills as powers; in most fights you can use any power (though certain powers are better tactical choices at various points in the fight). What if this were the defining feature of a skill challenge of suitable scope? Let's take it one step further. Auto-fails are the antithesis of 4e design (it is the save or die of the skill challenge); but what about auto-successes and bonus rider effects? These are the challenge's vulnerabilities and encouragement for players to vary skills used. Another incentive to mix up skills are the challenge's resistances - the varying DC associated with different skills. I'm not suggesting this approach for every challenge, and there are a host of problems it doesn't address (like degrees of success), but I think comparing skill challenges to the ideal of 4e combat could redefine how we develop and implement skill challenges. [/QUOTE]
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Community
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Skill Challenges: How Much Have They Improved?
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