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General Tabletop Discussion
*Pathfinder & Starfinder
Another look at skills - What if I *want* a simple series of skill checks?
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<blockquote data-quote="Harr" data-source="post: 4575005" data-attributes="member: 47190"><p>Yep, this is exactly what I am getting at, the dynamic of the situation itself gives birth to the structure of the rolling and the actual consequences of the dice within the scene. But you see how the system doesn't make any differentiation between the "success = more reward" type challenge and the "failure = more pain" type challenges in Thunderspire. </p><p></p><p>This leads people, when designing an encounter or adventure or something, to think <em>"So should I put a skill challenge here or not?"</em> and leave it that... a binary thing, either 'yes skill challenge' or 'no skill challenge'. I think that complicates it by obfuscating the situation, and instead, thinking <em>"How can I reflect the feel of situation through the dice in the best way?"</em> can help a lot more to get the best result.</p></blockquote><p></p>
[QUOTE="Harr, post: 4575005, member: 47190"] Yep, this is exactly what I am getting at, the dynamic of the situation itself gives birth to the structure of the rolling and the actual consequences of the dice within the scene. But you see how the system doesn't make any differentiation between the "success = more reward" type challenge and the "failure = more pain" type challenges in Thunderspire. This leads people, when designing an encounter or adventure or something, to think [i]"So should I put a skill challenge here or not?"[/i] and leave it that... a binary thing, either 'yes skill challenge' or 'no skill challenge'. I think that complicates it by obfuscating the situation, and instead, thinking [i]"How can I reflect the feel of situation through the dice in the best way?"[/i] can help a lot more to get the best result. [/QUOTE]
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Community
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Another look at skills - What if I *want* a simple series of skill checks?
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