nnms
First Post
That's pretty much how I've been running them. Works very well for me.![]()
For me as well. I don't make any sort of list of applicable skills. I just go with what makes sense based on what the player describes their character doing.
That's pretty much how I've been running them. Works very well for me.![]()
I can't recommend enough the awesome Dungeon adventure Dead By Dawn, which includes skill challenges into its structures to mimic the "barricade vs. zombie horde" feel of movies such as Dawn of the Dead. Very inventive.
I had another idea for running better skill challenges:
Every time someone makes a skill check, instead of annoncing a success or a failure, have something interesting happen that opens up new options. Whether it's a good or a bad thing depends on the skill check, but no matter what, keep moving forward. This is probably what most people already do, but here's my idea. Still secretly keep track of the successes and failures, but don't have them determine when the skill challenge ends. When the players are satisfied that they have either succeeded or failed, end the skill challenge, and use the successes and failures you were keeping track of to determine the XP (if they succeed).
Me also.For me as well. I don't make any sort of list of applicable skills. I just go with what makes sense based on what the player describes their character doing.
I've never had this experience. I think it's because my approach in adjudication as a GM is "story/gameworld first, mechanics second" - not in the sense that I ignore the mechanics - I follow these exactly (including the 3 strikes rule) - but in the sense that before a player can make a skill check, they have to have established, through a description of their PC's action, what exactly is going on in the gameworld and how the action their PC is attempting contributes to the overall resolution of the challenge.I think that skill challenges were a great concept that ended up failing spectacularly in their implementation. They were supposed to be a way to include the whole party in non-combat conflict resolution in a flavorful way. They ended up encouraging extreme metagaming where the only "teamwork" is everyone aiding the PC with the highest bonus in the relevant skill.
Agreed. My players haven't yet started to approach the tactical issues with quite the same precision as they do combat, however.Player actions (tactics?) have a significant effect on the outcome.
I've had this - use of an encounter power to take out some sentries in a "sneaking in" skill challenge. I followed the advice in DMG2 and treated it as a +2 bonus to the Stealth check.I even had a player make an attack roll as part of a skill challenge (to spill a tray of drinks on some rivals during a cocktail party, to mess up their scheming).