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General Tabletop Discussion
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Challenge the Players, Not the Characters' Stats
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<blockquote data-quote="pemerton" data-source="post: 4507000" data-attributes="member: 42582"><p>If by "minimalistic method" you mean "skill challenge mechanics" then I don't think "minimalistic method" is a very good label.</p><p></p><p>Your posts suggest that you don't really have a sense of how skill challenges are intended to play. But it may be that you do have that sense, but are taking a different line in your posts for some sorts of "devil's advocate" reason.</p><p></p><p>Putting to one side HowandWhy99's views about the difference between roleplaying and storytelling, skill challenges are not an alternative to roleplaying. They are a particular sort of mechanical device for supporting roleplaying and player participation in the game. They have their origins in the design of various indie games such as HeroWars. These are not "minimalist" games in which players just roll dice - they are games that most people would regard as the antithesis to hack-and-slash. Skill challenges live in the same design space - not as an alternative to roleplaying, but as a mechanic to support a particular sort of roleplaying, in which the player exercises a greater degree of narrative control than has been typical in earlier editions of D&D (see eg the discussion upthread of "fact introduction").</p></blockquote><p></p>
[QUOTE="pemerton, post: 4507000, member: 42582"] If by "minimalistic method" you mean "skill challenge mechanics" then I don't think "minimalistic method" is a very good label. Your posts suggest that you don't really have a sense of how skill challenges are intended to play. But it may be that you do have that sense, but are taking a different line in your posts for some sorts of "devil's advocate" reason. Putting to one side HowandWhy99's views about the difference between roleplaying and storytelling, skill challenges are not an alternative to roleplaying. They are a particular sort of mechanical device for supporting roleplaying and player participation in the game. They have their origins in the design of various indie games such as HeroWars. These are not "minimalist" games in which players just roll dice - they are games that most people would regard as the antithesis to hack-and-slash. Skill challenges live in the same design space - not as an alternative to roleplaying, but as a mechanic to support a particular sort of roleplaying, in which the player exercises a greater degree of narrative control than has been typical in earlier editions of D&D (see eg the discussion upthread of "fact introduction"). [/QUOTE]
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