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General Tabletop Discussion
*Pathfinder & Starfinder
Why I like skill challenges as a noncombat resolution mechanic
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<blockquote data-quote="Frostmarrow" data-source="post: 5964824" data-attributes="member: 1122"><p>You need to combatize your non-combats. The genius of D&D is the to hit followed by damage rolls. Non-combat suck because we have dropped the damage roll. Reintroduce the damage roll and everything is fun again. In the forging of Whelm the artisans are rolling their craft skills and adding up 1d8s in order to reach a preset number symbolizing the completion of Whelm. The cleric simply made a Con-check and added 1d6 to proceedings.</p><p>(You need to allow the challenge to produce danger in order to keep things exciting.)</p><p></p><p>Lock 20 hp</p><p>Roll Disable Device and do lockpick damage to the lock (1d6).</p><p>Every round there is a 20% chance one lockpick is broken.</p><p></p><p>Ride Storm 50 hp</p><p>Roll Profession Sailor to manage and steer the ship to safer waters. Captains do 1d12, Ablebodied seamen do 1d8, and passengers do 1d4 points of use.</p><p>Every round the sea will try to fling one character into the sea at +3 vs Ref.</p><p></p><p>What die to use for damage depends on various things such as skill, class but mostly it depends on tools. Just like combat. This need to be developed further.</p><p></p><p>In earlier editions you always used a monster to symbolize a danger. You didn't weather an icestorm - you fought a yeti. Now, we need to realize that the opposite us true too. Any danger can be handled in the same way a monster can. We just need to assign dice to the tools in the equipment list.</p></blockquote><p></p>
[QUOTE="Frostmarrow, post: 5964824, member: 1122"] You need to combatize your non-combats. The genius of D&D is the to hit followed by damage rolls. Non-combat suck because we have dropped the damage roll. Reintroduce the damage roll and everything is fun again. In the forging of Whelm the artisans are rolling their craft skills and adding up 1d8s in order to reach a preset number symbolizing the completion of Whelm. The cleric simply made a Con-check and added 1d6 to proceedings. (You need to allow the challenge to produce danger in order to keep things exciting.) Lock 20 hp Roll Disable Device and do lockpick damage to the lock (1d6). Every round there is a 20% chance one lockpick is broken. Ride Storm 50 hp Roll Profession Sailor to manage and steer the ship to safer waters. Captains do 1d12, Ablebodied seamen do 1d8, and passengers do 1d4 points of use. Every round the sea will try to fling one character into the sea at +3 vs Ref. What die to use for damage depends on various things such as skill, class but mostly it depends on tools. Just like combat. This need to be developed further. In earlier editions you always used a monster to symbolize a danger. You didn't weather an icestorm - you fought a yeti. Now, we need to realize that the opposite us true too. Any danger can be handled in the same way a monster can. We just need to assign dice to the tools in the equipment list. [/QUOTE]
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Why I like skill challenges as a noncombat resolution mechanic
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