Lanefan
Victoria Rules
The difference, however, is that with most skill challenges I've seen (as part of converting modules to run) the "challenge" part is somewhat passive: a harsh environment, a maze, a trap, finding something - whatever the PCs are trying to overcome just is what it is and doesn't materially change during the skill challenge, and ultimately the PCs either beat it or they don't.Now imagine:
And then you have precisely what a (good) skill challenge should be.
- Each action is (typically) associated with a roll, unless the player has such a great idea it should simply work, no roll required
- The party must build up to success or failure, rather than just sort of throwing stuff at the wall until the DM decides "okay that's enough, you have won(/lost)"
- Each time someone acts, it changes the situation meaningfully
- How many failures and successes the group gets shapes the nature of the final outcome, e.g. a near miss is an imperfect victory, a near win is a gentle defeat
With "social combat". however, the "opponents" are trying too; which means the parameters of the challenge itself are (potentially) constantly in flux as the opponents adjust their point of view, or their manner of persuasion or negotiation, or come up with new wrinkles as the conversation goes on. And unlike a physical challenge, there's also potential for either the PCs or the foes to flat-out misunderstand the point the other group is trying to make.
Do the foes get their own skill challenge to see if they can beat the PCs?