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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="The Grackle" data-source="post: 4304655" data-attributes="member: 23976"><p><strong>guess it turned into a mini-rant</strong></p><p></p><p>Yeah, I would hate playing with skill challenges (even if the math did work out.) I despise being forced to come up with "creative uses" of skills, b/c usually it's not creative at all; it's either corny or all the player's ability to BS. </p><p></p><p>"Oh, god. I have to think of some way to use my Religion skill in a chase scene? Now I have to use Religion to interrogate a guy? blech." I'd rather just have my characters use their skills for the intended purposes, and when my skills aren't relevant, sit it out and let someone else shine. </p><p></p><p>I have similar problems with trying to get bonuses for creative descriptions of skill-use. DM: "Describe how you climb the wall." Me: "Well, I climbed it so well that on a scale of one to twenty, I'd call it a twelve."</p><p></p><p>***</p><p></p><p>Plus, in a skill challenge -- let's say investigating a crime scene -- the player's main thought will be, "If we get X success, we'll win the challenge. How can I use my highest ranked skills here?" Instead of, you know, thinking about the crime scene, asking the DM relevant questions, making appropriate skill checks, discussing things that happened last adventure and how it all might tie together, etc. </p><p></p><p>I prefer the actual critical thinking and problem-solving to the impromptu theater. </p><p></p><p>***</p><p></p><p>I don't get why people want to make skill-challenges like combat. "Combat is fun b/c everyone's involved, so for skill-challenges to be fun, everyone needs to be involved." But they're just not the same. They have different dynamics. There's no need to add initiative rolls and rounds.</p></blockquote><p></p>
[QUOTE="The Grackle, post: 4304655, member: 23976"] [b]guess it turned into a mini-rant[/b] Yeah, I would hate playing with skill challenges (even if the math did work out.) I despise being forced to come up with "creative uses" of skills, b/c usually it's not creative at all; it's either corny or all the player's ability to BS. "Oh, god. I have to think of some way to use my Religion skill in a chase scene? Now I have to use Religion to interrogate a guy? blech." I'd rather just have my characters use their skills for the intended purposes, and when my skills aren't relevant, sit it out and let someone else shine. I have similar problems with trying to get bonuses for creative descriptions of skill-use. DM: "Describe how you climb the wall." Me: "Well, I climbed it so well that on a scale of one to twenty, I'd call it a twelve." *** Plus, in a skill challenge -- let's say investigating a crime scene -- the player's main thought will be, "If we get X success, we'll win the challenge. How can I use my highest ranked skills here?" Instead of, you know, thinking about the crime scene, asking the DM relevant questions, making appropriate skill checks, discussing things that happened last adventure and how it all might tie together, etc. I prefer the actual critical thinking and problem-solving to the impromptu theater. *** I don't get why people want to make skill-challenges like combat. "Combat is fun b/c everyone's involved, so for skill-challenges to be fun, everyone needs to be involved." But they're just not the same. They have different dynamics. There's no need to add initiative rolls and rounds. [/QUOTE]
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A talk on the concept of "failures" in a skill challenge (no math, comments welcome)
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