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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="Lanefan" data-source="post: 5970953" data-attributes="member: 29398"><p>I could be alright with that if I had to, but I'd rather not have to; as none of that needs hard-coded mechanics.</p><p></p><p>DM describes situation, terrain etc., asks for a generic d20 roll* where higher is better, on a low (or even mid) roll DM dreams up some sort of problem on the fly, player reacts, dialogue ensues probably (but not certainly) ending with another d20 roll, rinse and repeat until either the character succeeds, gets caught, gets hopelessly lost in the wilderness, dies falling off his horse, or whatever. </p><p></p><p>And as one of the very few skills I think is useful to have in the game is "riding", that would come into play as well; the DM would put some sort of modifier on the d20 rolls based on my general skill level at riding and-or the difficulty of what I was trying to do: a poor rider might not be able to stop the horse before it sailed over the cliff into the canyon, for example (though I'd also give the horse its own roll to see if it could stop itself; horses - unlike a lot of PCs - have a pretty strong sense of self-preservation).</p><p></p><p>* - the mechanics for this roll exist only in the DM's head, and are based only on the current in-game situation which is, of course, different every time and modifies itself as events unfold.</p><p></p><p>The example you use is a good one, as it's a non-combat situation but not a social interaction.</p><p></p><p>One problem with hard-coded social interaction mechanics arises when a player-as-PC tries to use them to against another PC. I've seen this done even in 1e - "my Paladin has 18 Charisma, obviously you'll do what he wants" said to another player - and it ain't pretty.</p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 5970953, member: 29398"] I could be alright with that if I had to, but I'd rather not have to; as none of that needs hard-coded mechanics. DM describes situation, terrain etc., asks for a generic d20 roll* where higher is better, on a low (or even mid) roll DM dreams up some sort of problem on the fly, player reacts, dialogue ensues probably (but not certainly) ending with another d20 roll, rinse and repeat until either the character succeeds, gets caught, gets hopelessly lost in the wilderness, dies falling off his horse, or whatever. And as one of the very few skills I think is useful to have in the game is "riding", that would come into play as well; the DM would put some sort of modifier on the d20 rolls based on my general skill level at riding and-or the difficulty of what I was trying to do: a poor rider might not be able to stop the horse before it sailed over the cliff into the canyon, for example (though I'd also give the horse its own roll to see if it could stop itself; horses - unlike a lot of PCs - have a pretty strong sense of self-preservation). * - the mechanics for this roll exist only in the DM's head, and are based only on the current in-game situation which is, of course, different every time and modifies itself as events unfold. The example you use is a good one, as it's a non-combat situation but not a social interaction. One problem with hard-coded social interaction mechanics arises when a player-as-PC tries to use them to against another PC. I've seen this done even in 1e - "my Paladin has 18 Charisma, obviously you'll do what he wants" said to another player - and it ain't pretty. Lanefan [/QUOTE]
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Why I like skill challenges as a noncombat resolution mechanic
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