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A reason why 4E is not as popular as it could have been
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<blockquote data-quote="Crazy Jerome" data-source="post: 5463762" data-attributes="member: 54877"><p>The players are only in a skill challenge because they initiated actions or reacted to same that put them in a situation where several players are making skill checks, these skill checks are sufficiently varied to be interesting, there is a real chance of failure and subsequent consequences, and thus the whole thing is worth some XP. </p><p> </p><p>If I find this to be the case, I'm recording successes and failures. If it stops being the case, I stop recording successes and failures. The players only vaguely sense when this occurs, though some of the more mechanically savvy ones can probably guess.</p><p> </p><p>They get a big lump of XP at the end of the session--and it's the same for the whole group, and not infrequently rounded off to make our leveling hit a good time in the story. (I'm really only using XP as a rough guide for leveling to keep from being too stingy or generous.) So there is nothing there to clue them in on whether they finished one or not.</p><p> </p><p>As far as I'm concerned, written skill challenges (in a module or in my notes) are similar to those boxed flavor text capsule that were so popular in 2E adventures, or incomplete monster stat blocks, or the like. They are a convenient way to quickly convey the salient points of what the writer had in mind. That is, a skill challenge is more or less an outline of how things <strong>might</strong> go. I would no more stick to one when the situation changes enough to invalidate part of it, than I would read the flavor text straight as opposed to using it as a guide to roleplaying an NPC, or would force a combat to go another 5 rounds when it is clear that the monsters are beaten and should start running. </p><p> </p><p>As a strict rules procedure, to be used or not used in a situation, I find skill challenges lacking. As a note taking device and general statement of intent, I find them highly useful. YMMV. <img src="http://www.enworld.org/forum/images/smilies/angel.png" class="smilie" loading="lazy" alt=":angel:" title="Angel :angel:" data-shortname=":angel:" /></p><p> </p><p>Edit: I realize that failed to directly answer your question. I see some repercussions to doing things this way, but none that trouble me much.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5463762, member: 54877"] The players are only in a skill challenge because they initiated actions or reacted to same that put them in a situation where several players are making skill checks, these skill checks are sufficiently varied to be interesting, there is a real chance of failure and subsequent consequences, and thus the whole thing is worth some XP. If I find this to be the case, I'm recording successes and failures. If it stops being the case, I stop recording successes and failures. The players only vaguely sense when this occurs, though some of the more mechanically savvy ones can probably guess. They get a big lump of XP at the end of the session--and it's the same for the whole group, and not infrequently rounded off to make our leveling hit a good time in the story. (I'm really only using XP as a rough guide for leveling to keep from being too stingy or generous.) So there is nothing there to clue them in on whether they finished one or not. As far as I'm concerned, written skill challenges (in a module or in my notes) are similar to those boxed flavor text capsule that were so popular in 2E adventures, or incomplete monster stat blocks, or the like. They are a convenient way to quickly convey the salient points of what the writer had in mind. That is, a skill challenge is more or less an outline of how things [B]might[/B] go. I would no more stick to one when the situation changes enough to invalidate part of it, than I would read the flavor text straight as opposed to using it as a guide to roleplaying an NPC, or would force a combat to go another 5 rounds when it is clear that the monsters are beaten and should start running. As a strict rules procedure, to be used or not used in a situation, I find skill challenges lacking. As a note taking device and general statement of intent, I find them highly useful. YMMV. :angel: Edit: I realize that failed to directly answer your question. I see some repercussions to doing things this way, but none that trouble me much. [/QUOTE]
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