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*Pathfinder & Starfinder
Any New Info on Skill Encounters?
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<blockquote data-quote="habaal" data-source="post: 4111158" data-attributes="member: 61590"><p>wow. Just got to this thread now. First impressions:</p><p>seems pretty easy to write chase scenes. The whole "we succeeded six checks! we won!" won't be an issue 'cos the PC's dont know how many successes they need or how many losses thay got till thay're cought/dead.... maybe the pursuer is a dragon? in that case the DM may decide that three failiurs is enough to make the pc's stand and fight a couple of rounds before attempting to escape again. even then you'll need a pretty difficult skill checks to convince a townsfolk to hide you. It'd be easy to combine attacks against the PC's (acid breathing and such) and vise versa (the paladin might want to wait for the wyrm behind the corner just to buy som time, even by risk of death) just to add action. What i'm claiming is that the chase system MAKES the players take some blessed control over the nerrative, not changing the world but rether describing they're characters' choices and place in the world the DM creates.</p><p>Don't know about you, but as a player, I'd love to have those oppertunities to make my PC shine in the story the way I want him to.</p><p></p><p>As a DM i find it pretty easy to comgine successes storywise ("Managed a hard climb check? You now have an opportunity to drop a stone Gargoyle on the wyrm to slow it down, or if you want to warn another PC that his running towards a dead end, you may." I'd let the player come up with something himself if he wants.)</p></blockquote><p></p>
[QUOTE="habaal, post: 4111158, member: 61590"] wow. Just got to this thread now. First impressions: seems pretty easy to write chase scenes. The whole "we succeeded six checks! we won!" won't be an issue 'cos the PC's dont know how many successes they need or how many losses thay got till thay're cought/dead.... maybe the pursuer is a dragon? in that case the DM may decide that three failiurs is enough to make the pc's stand and fight a couple of rounds before attempting to escape again. even then you'll need a pretty difficult skill checks to convince a townsfolk to hide you. It'd be easy to combine attacks against the PC's (acid breathing and such) and vise versa (the paladin might want to wait for the wyrm behind the corner just to buy som time, even by risk of death) just to add action. What i'm claiming is that the chase system MAKES the players take some blessed control over the nerrative, not changing the world but rether describing they're characters' choices and place in the world the DM creates. Don't know about you, but as a player, I'd love to have those oppertunities to make my PC shine in the story the way I want him to. As a DM i find it pretty easy to comgine successes storywise ("Managed a hard climb check? You now have an opportunity to drop a stone Gargoyle on the wyrm to slow it down, or if you want to warn another PC that his running towards a dead end, you may." I'd let the player come up with something himself if he wants.) [/QUOTE]
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Any New Info on Skill Encounters?
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