Satyrn
First Post
I think I've come up with the perfect example of challenging the character versus challenging the player, although it's not in-genre. Let's say that we are playing a game where the PCs are the bridge crew of an exploratory starship that often comes across new and exciting situations and sometimes does battle with aggressors, alien and otherwise. Let's also pretend that we're writing up the various actions that the crew can take in battle and we write up one for the Tactical Officer:
Shields!
When you take this action, you can reallocate the shields' strength between the Forward, Starboard-Bow, Starboard-Stern, Port-Bow, Port-Stern and Aft locations*. The total shield strength is equal to the Ship's current Shield Strength plus your passive Intelligence (Tactical Operations) and each location must receive at least one point.
Example: Wumbo has an Intelligence (Tactical Operations) of +6 and their Ship has a current Shield Strength of 10, meaning that the total shields' strength must add up to be 26. Anticipating an attack on the port side, they set Port-Bow and Port-Stern to 11 each, and assign only 1 point to the Forward, Starboard-Bow, Starboard-Stern and Aft sections.
OR
Shields!
When you take this action, you try to anticipate your attackers' most likely targets and reconfigure the ship's shields to prevent damage. Make an Intelligence (Tactical Operations) check against your opponents' highest passive Dexterity (Targeting Systems). On a success, the ship has resistance to damage until the beginning of your next turn. If you succeed by 5 or more, the ship is immune to damage until the beginning of your next turn.
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Now obviously those are two different kinds of rules and you'd never intermix those rule styles. But both rules consume the same resource (a player's action on their turn). One challenges the player to anticipate the attack position. The other challenges the character — the player is under no obligation to figure out where to reallocate the shields, but we figure that the character does do a good job if they succeed at the skill check.
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* Of course our theoretical starship game uses a hex-grid for combat, because anything else would be barbaric.
It's an excellent example, I think, but would've been made better with less complexity in the first option. As you quickly saw, the bit about the characters passive ability score confused the issue.