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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="DM_Blake" data-source="post: 4304695" data-attributes="member: 57267"><p>Well said. I agree with all of this.</p><p></p><p>To carry it further, I would rather have the situation define the skills to be used. And no, that doesn't mean the situation defines a list of 10 skills, very few of which actually make sense.</p><p></p><p>In a diplomatic negotiation, there are only a couple skills tha really matter (diplomacy, bluff, intimidate). A few more can be dragged in as peripheral skills (insight, maybe a knowledge check of some kind to know something that can be a bargaining chip).</p><p></p><p>Even then, that's a long list.</p><p></p><p>But allowing for athletics, or stealth, or underwater basket weaving, to play any role at all in a diplomatic negotiation just turns the whole thing into a bunch of silly nonsense. I'll leave that kind of thing for the anime that my kids love to watch.</p><p></p><p>The last thing I want my players doing is scanning their skill list, asking themselves how they can drag in some unrelated skill, in some wacky, fast-talking, used-car-salesman kind of way, to try to convince me to allow this inappropriate skill, just because they have a high score in the skill, and low scores in any skill that should be relevant to the skill challenge at hand.</p><p></p><p>I want them to interact with the situation, the skill challenge, the RP at the moment. I don't want them to interact with their character sheet.</p></blockquote><p></p>
[QUOTE="DM_Blake, post: 4304695, member: 57267"] Well said. I agree with all of this. To carry it further, I would rather have the situation define the skills to be used. And no, that doesn't mean the situation defines a list of 10 skills, very few of which actually make sense. In a diplomatic negotiation, there are only a couple skills tha really matter (diplomacy, bluff, intimidate). A few more can be dragged in as peripheral skills (insight, maybe a knowledge check of some kind to know something that can be a bargaining chip). Even then, that's a long list. But allowing for athletics, or stealth, or underwater basket weaving, to play any role at all in a diplomatic negotiation just turns the whole thing into a bunch of silly nonsense. I'll leave that kind of thing for the anime that my kids love to watch. The last thing I want my players doing is scanning their skill list, asking themselves how they can drag in some unrelated skill, in some wacky, fast-talking, used-car-salesman kind of way, to try to convince me to allow this inappropriate skill, just because they have a high score in the skill, and low scores in any skill that should be relevant to the skill challenge at hand. I want them to interact with the situation, the skill challenge, the RP at the moment. I don't want them to interact with their character sheet. [/QUOTE]
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A talk on the concept of "failures" in a skill challenge (no math, comments welcome)
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