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Challenge the Players, Not the Characters' Stats
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<blockquote data-quote="pemerton" data-source="post: 4502763" data-attributes="member: 42582"><p>As others have posted, it looks like you're just ignoring the bit where it says "It's up to you to think of ways you can use your skills to meet the challenges you face."</p><p></p><p>Well, the player would have to go to the effort of <em>thinking of a way his/her PC can use his/her skills to meet the challenge</em>.</p><p></p><p>Well, the GM is given all the info in the DMG. The players, who presumably are posed the challenge by the GM, will be given all the scene-setting and narrative support required. They will then "pick the correct skill" (as you put it) by <em>thinking of a way his/her PC can use his/her skills to meet the challenge</em>. This looks like roleplaying to me, and it also looks like a challenge to the player.</p><p></p><p></p><p>The passage says that you have to <em>thinking of a way your PC can use his/her skills to meet the challenge</em>. That is part of the bare minimum. Your statement of the bare minimum therefore seems to be too truncated.</p><p></p><p>Yes. The skill checks have to be using appropriate skills. This is a roleplaying issue.</p><p></p><p>But which of Diplomacy, Acrobatics or Arcana is the correct skill? You (the player) tell me (another player, or the GM).</p><p></p><p>Using Diplomacy: "Remember that time we were visiting the Wizards' Guild in Greyhawk? And I was buttering up that Burglomancer specialist? She told me a heap of old magical passwords - I try them all." The player rolls Diplomacy (probably at a hard DC - it's a pretty far-fetched story!) to see if this is true.</p><p></p><p>Using Acrobatics: "As the Watcher in the Water writhes about with its tentacles, I dodge at the last minute so it smashes into the door and breaks it." That might be a hard DC as well.</p><p></p><p>Using Arcana: "I speak a spell of opening". Medium DC. Or "I speak a spell of recall, to remember all the passwords and riddles I've learned over the years". That's more interesting and more clever- let's say a Medium DC with a +2 circumstance modifier.</p><p></p><p>If some don't find non-combat challenges fun, they shouldn't play a game with skill challenges. Skill challenges are a mechanic for those who do find non-combat challenges fun. They are very obviously influenced by the conflict-resolution mechanics of games like HeroWars/Quest, The Dying Earth, etc. The DMG makes it abundantly clear (as my earlier post indicated) that this is how they are to be played. No part of either the PHB or the DMG text generates any contrary implication.</p><p></p><p>In fact the DMG says to skip stuff that you don't enjoy. So if you don't enjoy non-combat challenges, don't inlcude skill challenges in your game.</p></blockquote><p></p>
[QUOTE="pemerton, post: 4502763, member: 42582"] As others have posted, it looks like you're just ignoring the bit where it says "It's up to you to think of ways you can use your skills to meet the challenges you face." Well, the player would have to go to the effort of [i]thinking of a way his/her PC can use his/her skills to meet the challenge[/i]. Well, the GM is given all the info in the DMG. The players, who presumably are posed the challenge by the GM, will be given all the scene-setting and narrative support required. They will then "pick the correct skill" (as you put it) by [i]thinking of a way his/her PC can use his/her skills to meet the challenge[/i]. This looks like roleplaying to me, and it also looks like a challenge to the player. The passage says that you have to [i]thinking of a way your PC can use his/her skills to meet the challenge[/i]. That is part of the bare minimum. Your statement of the bare minimum therefore seems to be too truncated. Yes. The skill checks have to be using appropriate skills. This is a roleplaying issue. But which of Diplomacy, Acrobatics or Arcana is the correct skill? You (the player) tell me (another player, or the GM). Using Diplomacy: "Remember that time we were visiting the Wizards' Guild in Greyhawk? And I was buttering up that Burglomancer specialist? She told me a heap of old magical passwords - I try them all." The player rolls Diplomacy (probably at a hard DC - it's a pretty far-fetched story!) to see if this is true. Using Acrobatics: "As the Watcher in the Water writhes about with its tentacles, I dodge at the last minute so it smashes into the door and breaks it." That might be a hard DC as well. Using Arcana: "I speak a spell of opening". Medium DC. Or "I speak a spell of recall, to remember all the passwords and riddles I've learned over the years". That's more interesting and more clever- let's say a Medium DC with a +2 circumstance modifier. If some don't find non-combat challenges fun, they shouldn't play a game with skill challenges. Skill challenges are a mechanic for those who do find non-combat challenges fun. They are very obviously influenced by the conflict-resolution mechanics of games like HeroWars/Quest, The Dying Earth, etc. The DMG makes it abundantly clear (as my earlier post indicated) that this is how they are to be played. No part of either the PHB or the DMG text generates any contrary implication. In fact the DMG says to skip stuff that you don't enjoy. So if you don't enjoy non-combat challenges, don't inlcude skill challenges in your game. [/QUOTE]
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