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Do you use skill challenges?
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<blockquote data-quote="dco" data-source="post: 7356234"><p>Oh, is this a thread about combat?</p><p></p><p></p><p>Mandatory or not players need to know what are the rules for the given situation, they don't like to feel or be cheated.</p><p></p><p></p><p>If there are n different rules to resolve a situation the players would want to know what rules are going to be applied for the current situation and as a DM if I have to tell what are those rules then I'm narrating rules. When combat starts they know we are going to use the combat rules, if another encounter can be resolved with a skill check, a skill challenge, a flip coin, playing a card game, etc they will want to know.</p><p></p><p></p><p>In most RPGs players tell the DM what they do and thats all, they resolve the action. For a skill challenge I need to create trees of skills, determine how many successes and fails are available, tell the players how it is going to work ,etc, too complicated for nothing.</p><p></p><p></p><p>It seems you didn't understand anything of what I said.</p><p>Let's say I tell the players they need 5 successes to do something, instead of thinking what they want to do they will start to think what actions could give them successes, they will take it more like a puzzle.</p><p>Second, they will start doing a lot of actions merely to resolve the "puzzle", using the example of fixing the vagon that someone posted, a player could tell you I try to fix the vagon, but others could try to separate it on infinitesimal actions. The DM is going to be the one determining how they should resolve the encounter and the players adapt to that.</p></blockquote><p></p>
[QUOTE="dco, post: 7356234"] Oh, is this a thread about combat? Mandatory or not players need to know what are the rules for the given situation, they don't like to feel or be cheated. If there are n different rules to resolve a situation the players would want to know what rules are going to be applied for the current situation and as a DM if I have to tell what are those rules then I'm narrating rules. When combat starts they know we are going to use the combat rules, if another encounter can be resolved with a skill check, a skill challenge, a flip coin, playing a card game, etc they will want to know. In most RPGs players tell the DM what they do and thats all, they resolve the action. For a skill challenge I need to create trees of skills, determine how many successes and fails are available, tell the players how it is going to work ,etc, too complicated for nothing. It seems you didn't understand anything of what I said. Let's say I tell the players they need 5 successes to do something, instead of thinking what they want to do they will start to think what actions could give them successes, they will take it more like a puzzle. Second, they will start doing a lot of actions merely to resolve the "puzzle", using the example of fixing the vagon that someone posted, a player could tell you I try to fix the vagon, but others could try to separate it on infinitesimal actions. The DM is going to be the one determining how they should resolve the encounter and the players adapt to that. [/QUOTE]
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