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General Tabletop Discussion
*Pathfinder & Starfinder
A talk on the concept of "failures" in a skill challenge (no math, comments welcome)
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<blockquote data-quote="hcm" data-source="post: 4303344" data-attributes="member: 61250"><p>Like Boarstorm said, I think it's important that everyone should be involved. But I also think that there is a need to emphasize that no matter what the outcome of the challenge, it should drive story. That way, failing isn't catastrophic but rather a choice of story path. It could even be announced to the players at the beginning of the challenge, or the win--loose options could be decided by the group. "If you fail the challenge, you will still obtain the info but the syndicate will be aware of your doings. If you win, you will have the info and still the advantage of surprise." It's too early for me to come up with good examples, but I think the point is made -- both results drive story.</p><p></p><p>Like in the other threads, I also think that true, tactical options in a skill challenge involve players more, even if they don't make the most important rolls. Maybe there is a way to come up with a few options for those with lower skills too?</p></blockquote><p></p>
[QUOTE="hcm, post: 4303344, member: 61250"] Like Boarstorm said, I think it's important that everyone should be involved. But I also think that there is a need to emphasize that no matter what the outcome of the challenge, it should drive story. That way, failing isn't catastrophic but rather a choice of story path. It could even be announced to the players at the beginning of the challenge, or the win--loose options could be decided by the group. "If you fail the challenge, you will still obtain the info but the syndicate will be aware of your doings. If you win, you will have the info and still the advantage of surprise." It's too early for me to come up with good examples, but I think the point is made -- both results drive story. Like in the other threads, I also think that true, tactical options in a skill challenge involve players more, even if they don't make the most important rolls. Maybe there is a way to come up with a few options for those with lower skills too? [/QUOTE]
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A talk on the concept of "failures" in a skill challenge (no math, comments welcome)
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