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General Tabletop Discussion
*Dungeons & Dragons
Anatomy of a Skill Challenge
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<blockquote data-quote="Jacob Lewis" data-source="post: 7560400" data-attributes="member: 6667921"><p>Design Notes</p><p>[HR][/HR]This was my first skill challenge design, but I had a very clear vision of what I wanted to do when planning for this game. This was essentially the climax for the 1st level adventure which brought the group together for the first time. The skill challenge was intended to last for multiple combat encounters that would take place consecutively on the same map as the party defended the town's market square against waves of frost goblins and their cohorts. The players, however, smartly focused on completing the skill challenge as quickly as possible and was successful before the end of the first combat.</p><p></p><p>I chose a number of various skills so that every player would feel their character would have a chance to contribute meaningfully. The descriptions provided a general idea of how a skill might be used, but players were free to come up with their own descriptions if they choose. Keep in mind a lot of us were new to 4e and PbP at the time so there was a learning curve.</p><p></p><p>I also introduced markers on the map to make the skill challenge more a part of the battle than just abstract flavor-dressing. Since the battle map is a big part of the combat (and the 4e experience), this gave players more tactical ideas on where to maneuver on the board than just finding their next target.</p><p></p><p>Coincidentally, I designed the skill tests to incorporate specific actions during combat, such as standard, move, or minor. This added another layer of tactics as players would need to decide on attacking an enemy or attempting a particular skill for the challenge. </p><p></p><p>In Retrospect</p><p>[HR][/HR]Overall, I think there was a good spread of action types, skill choices, and risks vs rewards choices that heightened the beginning of an already exciting scenario. The players absolutely loved it, which I measure as the only bar for success when running my games. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>What do you think? So how would you design a similar scenario? What other ideas can you think of to make this work in a similar (or different) combat encounter?</p></blockquote><p></p>
[QUOTE="Jacob Lewis, post: 7560400, member: 6667921"] Design Notes [HR][/HR]This was my first skill challenge design, but I had a very clear vision of what I wanted to do when planning for this game. This was essentially the climax for the 1st level adventure which brought the group together for the first time. The skill challenge was intended to last for multiple combat encounters that would take place consecutively on the same map as the party defended the town's market square against waves of frost goblins and their cohorts. The players, however, smartly focused on completing the skill challenge as quickly as possible and was successful before the end of the first combat. I chose a number of various skills so that every player would feel their character would have a chance to contribute meaningfully. The descriptions provided a general idea of how a skill might be used, but players were free to come up with their own descriptions if they choose. Keep in mind a lot of us were new to 4e and PbP at the time so there was a learning curve. I also introduced markers on the map to make the skill challenge more a part of the battle than just abstract flavor-dressing. Since the battle map is a big part of the combat (and the 4e experience), this gave players more tactical ideas on where to maneuver on the board than just finding their next target. Coincidentally, I designed the skill tests to incorporate specific actions during combat, such as standard, move, or minor. This added another layer of tactics as players would need to decide on attacking an enemy or attempting a particular skill for the challenge. In Retrospect [HR][/HR]Overall, I think there was a good spread of action types, skill choices, and risks vs rewards choices that heightened the beginning of an already exciting scenario. The players absolutely loved it, which I measure as the only bar for success when running my games. :) What do you think? So how would you design a similar scenario? What other ideas can you think of to make this work in a similar (or different) combat encounter? [/QUOTE]
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