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Actual play examples - balance between fiction and mechanics
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<blockquote data-quote="TheFindus" data-source="post: 5464747" data-attributes="member: 75791"><p>The concept of the 4E skill challenge allows for both types of play. The DM sets the level and complexity of the skill challenge. That is the factor to set the XP by. It is the DMs basic assumption of how complicated the handling of the scene generally speaking is. </p><p>The rest, what skills to use and what the DCs are, can and should be modified by what the DM thinks how good the player's idea is and what works and what doesn't. Modifiers to throws, as a bonus or a penalty, automatic successes even, are all possible. DMs are actually encouraged to use those. And all of this deals with the road players can take to handle the situation. That can even lead for an easy solution of a generally more complex skill challenge if the player's ideas prove to be very insightful, interesting and useful. So even though the complexity of the skill challenge demands, say, 6 successes, it is completely valid to move the players faster up that scale with automatic successes or low DCs because the DM is fond of their ideas; effectively making the skill challenge easier.</p><p></p><p>The good thing in my opinion about the skill challenge ruleset is, well, that it is a ruleset. I do not think there was a ruleset for things like this in former editions of DnD (please correct me, if I am wrong). So DMs have guidelines to follow, which allows for transparency. Which is always a good thing.</p></blockquote><p></p>
[QUOTE="TheFindus, post: 5464747, member: 75791"] The concept of the 4E skill challenge allows for both types of play. The DM sets the level and complexity of the skill challenge. That is the factor to set the XP by. It is the DMs basic assumption of how complicated the handling of the scene generally speaking is. The rest, what skills to use and what the DCs are, can and should be modified by what the DM thinks how good the player's idea is and what works and what doesn't. Modifiers to throws, as a bonus or a penalty, automatic successes even, are all possible. DMs are actually encouraged to use those. And all of this deals with the road players can take to handle the situation. That can even lead for an easy solution of a generally more complex skill challenge if the player's ideas prove to be very insightful, interesting and useful. So even though the complexity of the skill challenge demands, say, 6 successes, it is completely valid to move the players faster up that scale with automatic successes or low DCs because the DM is fond of their ideas; effectively making the skill challenge easier. The good thing in my opinion about the skill challenge ruleset is, well, that it is a ruleset. I do not think there was a ruleset for things like this in former editions of DnD (please correct me, if I am wrong). So DMs have guidelines to follow, which allows for transparency. Which is always a good thing. [/QUOTE]
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