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<blockquote data-quote="FireLance" data-source="post: 6055803" data-attributes="member: 3424"><p><strong>7. Skill Challenges</strong></p><p></p><p>What is the difference between a 1e thief who, when confronted with a chest, makes a Find/Remove Traps check, and one who turns the chest to the wall, and asks his magic-user friend to get his <em>unseen servant</em> to open the chest while the entire party takes cover behind a table turned makeshift barrier?</p><p></p><p>In a nutshell, it is (to me) very similar to the difference between the most basic way to run a skill challenge and the most interesting way to do so. </p><p></p><p>I think the 4e skill challenge framework was intended to deliver a number of objectives. First, it would encourage participation from all the PCs (as opposed to only the thief character being involved in finding and removing traps). Second, it would allow for multiple approaches to overcome any challenge (as opposed to requiring a thief character and/or magic). Third, it would present a basic mechanical framework and suitable rewards for overcoming any non-combat challenge.</p><p></p><p>Unfortunately, the "X successes before 3 failures" model tended to discourage participation from PCs with poor skill modifiers, and a very mechanical implementation of the skill challenge framework (perhaps by a DM who is less willing to work outside of the box) would not allow for more imaginative ways to overcome the challenge apart from rolling the necessary skill checks. </p><p></p><p>Still, the skill challenge framework has a great deal of potential, and can be made more interesting by developing more models to determine success and failure. It is also quite useful as an additional tool for the DM to use in managing non-combat challenges in addition to more traditional open-ended approaches. Being able to tie rewards for non-combat challenges to an fairly objective framework is also a bonus.</p><p></p><p>So, thank you, 4e, for skill challenges.</p></blockquote><p></p>
[QUOTE="FireLance, post: 6055803, member: 3424"] [B]7. Skill Challenges[/B] What is the difference between a 1e thief who, when confronted with a chest, makes a Find/Remove Traps check, and one who turns the chest to the wall, and asks his magic-user friend to get his [I]unseen servant[/I] to open the chest while the entire party takes cover behind a table turned makeshift barrier? In a nutshell, it is (to me) very similar to the difference between the most basic way to run a skill challenge and the most interesting way to do so. I think the 4e skill challenge framework was intended to deliver a number of objectives. First, it would encourage participation from all the PCs (as opposed to only the thief character being involved in finding and removing traps). Second, it would allow for multiple approaches to overcome any challenge (as opposed to requiring a thief character and/or magic). Third, it would present a basic mechanical framework and suitable rewards for overcoming any non-combat challenge. Unfortunately, the "X successes before 3 failures" model tended to discourage participation from PCs with poor skill modifiers, and a very mechanical implementation of the skill challenge framework (perhaps by a DM who is less willing to work outside of the box) would not allow for more imaginative ways to overcome the challenge apart from rolling the necessary skill checks. Still, the skill challenge framework has a great deal of potential, and can be made more interesting by developing more models to determine success and failure. It is also quite useful as an additional tool for the DM to use in managing non-combat challenges in addition to more traditional open-ended approaches. Being able to tie rewards for non-combat challenges to an fairly objective framework is also a bonus. So, thank you, 4e, for skill challenges. [/QUOTE]
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