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Anatomy of a Skill Challenge
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<blockquote data-quote="AbdulAlhazred" data-source="post: 7560736" data-attributes="member: 82106"><p>It isn't bad. The only real criticism I have is that there is no PLOT. There is a story, but the situation doesn't materially evolve in a narrative sense. Qualitatively, once a PC achieves a success the situation is as it was before. </p><p></p><p>Now, there's combat action going on (though honestly I am not sure I understand how and when combat fits into the SC yet) and you have a LOT of primary skills and different locations where they should be used. I think it is a workable SC, despite the plot shortcoming. </p><p></p><p>In the sorts of games I run now I would probably consider opening up the framing more and making the SC less tactical. Maybe expand the goal to 'get the people out of danger' and have that involve several related obstacles and choices/opportunities, with the final outcome being escape from the goblins, or not. However, that would leave less room to introduce outright combat, unless some fights were embedded inside the SC, which could be done. That would require more design work and turn the whole thing into several encounters worth of action though, which might not fit well into the larger story. </p><p></p><p>Anyway, I think the way the athletics and stealth checks are localized and limited, and made into a tactical 'terrain' is clever. Some of the other skills might get spammed a bit, but at least not by the same character every time.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7560736, member: 82106"] It isn't bad. The only real criticism I have is that there is no PLOT. There is a story, but the situation doesn't materially evolve in a narrative sense. Qualitatively, once a PC achieves a success the situation is as it was before. Now, there's combat action going on (though honestly I am not sure I understand how and when combat fits into the SC yet) and you have a LOT of primary skills and different locations where they should be used. I think it is a workable SC, despite the plot shortcoming. In the sorts of games I run now I would probably consider opening up the framing more and making the SC less tactical. Maybe expand the goal to 'get the people out of danger' and have that involve several related obstacles and choices/opportunities, with the final outcome being escape from the goblins, or not. However, that would leave less room to introduce outright combat, unless some fights were embedded inside the SC, which could be done. That would require more design work and turn the whole thing into several encounters worth of action though, which might not fit well into the larger story. Anyway, I think the way the athletics and stealth checks are localized and limited, and made into a tactical 'terrain' is clever. Some of the other skills might get spammed a bit, but at least not by the same character every time. [/QUOTE]
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