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General Tabletop Discussion
*Pathfinder & Starfinder
A discussion of Keith Baker's post regarding the Skill Challenge system
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<blockquote data-quote="webrunner" data-source="post: 4300568" data-attributes="member: 63727"><p>I think The Other Mister Baker here is addressing what I think is the main problem with both the RAW Skill Challenge System, and the probability calculations:</p><p></p><p>Namely, the RAW Skill Challenge system says "these are the skills, and how, your players can beat the challenge. Anything else just adds to rolls"</p><p></p><p>When what it should be is that "Anything can count as a success, as long as it makes sense."</p><p></p><p>In the 'convince the lord' type examples, if you can come up with a reason why acrobatics would help (Perhaps to entertain him, or something) then I'd let you roll that as a success. Perhaps theivery would actually open up "intimidate" if you steal something from him valuable and hold it hostage.</p><p></p><p>The reason this helps the numbers is that you dont end up in situations where only one person has a reasonable chance to succeed.. if everyone is good at something, then they can try to do that something if it isn't outrageously difficult, thereby minimizing the number of failures.</p><p></p><p>The PLAYERS should be choosing what skills are being used, not the DM. The DM should just decide how hard a given use it.</p><p></p><p>In a chase scene, use Religion to shortcut through a temple. If you're trying to disable a trap, then diplomacy won't help, but bluff might (think of it as jumping in and out of range to keep the trap 'busy', possibly damaging the system)</p></blockquote><p></p>
[QUOTE="webrunner, post: 4300568, member: 63727"] I think The Other Mister Baker here is addressing what I think is the main problem with both the RAW Skill Challenge System, and the probability calculations: Namely, the RAW Skill Challenge system says "these are the skills, and how, your players can beat the challenge. Anything else just adds to rolls" When what it should be is that "Anything can count as a success, as long as it makes sense." In the 'convince the lord' type examples, if you can come up with a reason why acrobatics would help (Perhaps to entertain him, or something) then I'd let you roll that as a success. Perhaps theivery would actually open up "intimidate" if you steal something from him valuable and hold it hostage. The reason this helps the numbers is that you dont end up in situations where only one person has a reasonable chance to succeed.. if everyone is good at something, then they can try to do that something if it isn't outrageously difficult, thereby minimizing the number of failures. The PLAYERS should be choosing what skills are being used, not the DM. The DM should just decide how hard a given use it. In a chase scene, use Religion to shortcut through a temple. If you're trying to disable a trap, then diplomacy won't help, but bluff might (think of it as jumping in and out of range to keep the trap 'busy', possibly damaging the system) [/QUOTE]
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General Tabletop Discussion
*Pathfinder & Starfinder
A discussion of Keith Baker's post regarding the Skill Challenge system
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