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4e Skill Challenges
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<blockquote data-quote="Henry" data-source="post: 4974979" data-attributes="member: 158"><p>The best way I've seen skill challenges presented was basically, "OK, here is your goal - to (escape the city while it's crawling with guards/sneak into the active keep's treasury/figure out how to make the ancient Dwarven transport mechanism work again). Tell me what of your talents and skills are you using to make this happen."</p><p></p><p>Then, let the players tell you what skills they're using, why they apply, and make the rolls and see what happens. The DM has the determination whether a given skill use makes sense, and any modifiers which apply. </p><p></p><p>Finally, if the players fail (which they might) make sure that it doesn't mean "GAME OVER", but that things just got harder for them, or more complicated -- let's say it means a tougher combat ahead, or they have to take a more dangerous way, or they lose some healing surges because of the onerous foot trek they have to take because they flubbed the "easy way."</p><p></p><p>I donj't know about the original poster, but they way we ran skill checks, and the example we were given in the 3E days, was to make a skill use a single success or fail roll; this way, with skill challenges, it gives players a chance to avoid flubbing one vital roll, or taking a skill and using it in ways that they didn't normally think about in a system which encourages characters to only become skilled in one or two (or five or six) specific skills.</p></blockquote><p></p>
[QUOTE="Henry, post: 4974979, member: 158"] The best way I've seen skill challenges presented was basically, "OK, here is your goal - to (escape the city while it's crawling with guards/sneak into the active keep's treasury/figure out how to make the ancient Dwarven transport mechanism work again). Tell me what of your talents and skills are you using to make this happen." Then, let the players tell you what skills they're using, why they apply, and make the rolls and see what happens. The DM has the determination whether a given skill use makes sense, and any modifiers which apply. Finally, if the players fail (which they might) make sure that it doesn't mean "GAME OVER", but that things just got harder for them, or more complicated -- let's say it means a tougher combat ahead, or they have to take a more dangerous way, or they lose some healing surges because of the onerous foot trek they have to take because they flubbed the "easy way." I donj't know about the original poster, but they way we ran skill checks, and the example we were given in the 3E days, was to make a skill use a single success or fail roll; this way, with skill challenges, it gives players a chance to avoid flubbing one vital roll, or taking a skill and using it in ways that they didn't normally think about in a system which encourages characters to only become skilled in one or two (or five or six) specific skills. [/QUOTE]
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