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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="Bayonet_Chris" data-source="post: 4304381" data-attributes="member: 34405"><p><strong>Failures</strong></p><p></p><p>Personally, I have been working under the assumption (as a DM) that a skill challenge with no failures at all is the biggest problem. I don't want the PCs to breeze through every challenge. It would be like going through a combat without spending any healing surges.</p><p></p><p>Whereas you have a built-in consequence for complications in combat (hit point loss, healing surges, daily power use perhaps), the question is really what are the consequences for partial and complete failures in a skill challenge? That is not built into the system and that is where you can make the game really interesting. </p><p></p><p>I love Quickleaf's breakdown; it is in line with my own thinking. Combat usually has some clearly defined goal and clearly defined consequence: Try to get through this room with the bad guys opposing me; if we lose, we could die. The players understand what is at stake.</p><p></p><p>The same thinking needs to be applied to skill challenges - what is at stake if you fail? The time limit and opposition variants are exactly the kind of things to up the ante.</p></blockquote><p></p>
[QUOTE="Bayonet_Chris, post: 4304381, member: 34405"] [b]Failures[/b] Personally, I have been working under the assumption (as a DM) that a skill challenge with no failures at all is the biggest problem. I don't want the PCs to breeze through every challenge. It would be like going through a combat without spending any healing surges. Whereas you have a built-in consequence for complications in combat (hit point loss, healing surges, daily power use perhaps), the question is really what are the consequences for partial and complete failures in a skill challenge? That is not built into the system and that is where you can make the game really interesting. I love Quickleaf's breakdown; it is in line with my own thinking. Combat usually has some clearly defined goal and clearly defined consequence: Try to get through this room with the bad guys opposing me; if we lose, we could die. The players understand what is at stake. The same thinking needs to be applied to skill challenges - what is at stake if you fail? The time limit and opposition variants are exactly the kind of things to up the ante. [/QUOTE]
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A talk on the concept of "failures" in a skill challenge (no math, comments welcome)
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