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General Tabletop Discussion
*Pathfinder & Starfinder
Any New Info on Skill Encounters?
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 4091850" data-attributes="member: 710"><p>That's possible the best thing about it - you get to think about a solution yourself, and since there is no predetermined path, you can do what fits to the characters personality - you know, role-playing stuff. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>That said, I also believe that you can use the framework of the system to create a set of predetermined challenges, and probably use this to get a reasonable XP value or something to reward beating the challenge. The idea is to create a sequence of possible skill uses that lead to success, leaving room for some failures and varying the results based on the degree of success. And this can also lead to interesting role-playing, if you leave enough options and play the individual scenes leading to a check or resolving the check result out.</p><p></p><p>I remember reading someone writing for the DMG talking/writing about the social encounter rules for 4th edition, and talking about how they would work for both common types of role-playing - describe the scene first, then roll, or roll first, then describe the scene. In a larger context, this seems to apply to this rule, too.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 4091850, member: 710"] That's possible the best thing about it - you get to think about a solution yourself, and since there is no predetermined path, you can do what fits to the characters personality - you know, role-playing stuff. ;) That said, I also believe that you can use the framework of the system to create a set of predetermined challenges, and probably use this to get a reasonable XP value or something to reward beating the challenge. The idea is to create a sequence of possible skill uses that lead to success, leaving room for some failures and varying the results based on the degree of success. And this can also lead to interesting role-playing, if you leave enough options and play the individual scenes leading to a check or resolving the check result out. I remember reading someone writing for the DMG talking/writing about the social encounter rules for 4th edition, and talking about how they would work for both common types of role-playing - describe the scene first, then roll, or roll first, then describe the scene. In a larger context, this seems to apply to this rule, too. [/QUOTE]
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Any New Info on Skill Encounters?
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