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General Tabletop Discussion
*Pathfinder & Starfinder
Any New Info on Skill Encounters?
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<blockquote data-quote="UngeheuerLich" data-source="post: 4110706" data-attributes="member: 59057"><p>What i heard about the skill checks is quite nice. I like the structuring of those checks. In 3d edition i always told my players to be creative, which means: tell me what you try and make a suggestion which skill is appropriate. Then i can make offers as a DM what can actually be managed:</p><p></p><p>P: I try to get on the roof.</p><p>DM: there are different roofs here. You can climb wall, or you can break in a house, jump on sth etc.</p><p>P: I try to climb.</p><p>DM: you see a ladder on wall which is easy to climb, but you have to go a bit back, or you can try to climb up that high house in front of you.</p><p>P: I try the house in front of me, but i will do it carefully.</p><p>DM: (secretly thinks that his was the medium challenge): make your climb roll.</p><p>P: 16</p><p>DM: success (secretly notes a success)</p><p></p><p>If the player tried the hard way: I try to get up the house in front of me very fast, he could fail more easily, but on a success you could let him do an acrobtics check to increase his speed.</p><p></p><p>If the player decides to use the ladder, on a success he loses some time to get to the ladder, but makes up for it, because it is much faster to climb the ladder. On a failed check, he only loses time.</p><p></p><p>So actually that skill system seems great.</p><p>The number of successes needed to escape should usually not been told to the players. This would take away lot of the tension.</p><p>And this will be the way I use it.</p><p></p><p>Edit: and this is how i used it in my best 3.x games... the trick is: don´t let your players know tht they altered reality. (who cares if the robbers have their base in the nearest wood or in the sewers...)</p></blockquote><p></p>
[QUOTE="UngeheuerLich, post: 4110706, member: 59057"] What i heard about the skill checks is quite nice. I like the structuring of those checks. In 3d edition i always told my players to be creative, which means: tell me what you try and make a suggestion which skill is appropriate. Then i can make offers as a DM what can actually be managed: P: I try to get on the roof. DM: there are different roofs here. You can climb wall, or you can break in a house, jump on sth etc. P: I try to climb. DM: you see a ladder on wall which is easy to climb, but you have to go a bit back, or you can try to climb up that high house in front of you. P: I try the house in front of me, but i will do it carefully. DM: (secretly thinks that his was the medium challenge): make your climb roll. P: 16 DM: success (secretly notes a success) If the player tried the hard way: I try to get up the house in front of me very fast, he could fail more easily, but on a success you could let him do an acrobtics check to increase his speed. If the player decides to use the ladder, on a success he loses some time to get to the ladder, but makes up for it, because it is much faster to climb the ladder. On a failed check, he only loses time. So actually that skill system seems great. The number of successes needed to escape should usually not been told to the players. This would take away lot of the tension. And this will be the way I use it. Edit: and this is how i used it in my best 3.x games... the trick is: don´t let your players know tht they altered reality. (who cares if the robbers have their base in the nearest wood or in the sewers...) [/QUOTE]
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Any New Info on Skill Encounters?
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