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<blockquote data-quote="buddhafrog" data-source="post: 5133929" data-attributes="member: 86605"><p>IMO the lack of tension is what makes most skill challenges less exciting. What I often do, which has really made my skill challenges a lot for <strong>tense</strong> and thus pretty intense, is demand quick actions. I will count down from "5", for example, and if they haven't declared their action and rolled, then they fail the skill challenge. After the roll is made, we will determine the outcome and how this has caused the situation to advance in a thematic sense.</p><p></p><p>This generally fits many skill challenges/event scenarios -- when you're facing an avalanche or being chased through the street, your actions are determined in split seconds. It has worked well for my group as well as speeds up the game. I even use a similar method on occasion in battles where the individual monster is not a great threat but the number of continuous attacks is the threat (swarms of insects, jumping spiders, etc).</p></blockquote><p></p>
[QUOTE="buddhafrog, post: 5133929, member: 86605"] IMO the lack of tension is what makes most skill challenges less exciting. What I often do, which has really made my skill challenges a lot for [B]tense[/B] and thus pretty intense, is demand quick actions. I will count down from "5", for example, and if they haven't declared their action and rolled, then they fail the skill challenge. After the roll is made, we will determine the outcome and how this has caused the situation to advance in a thematic sense. This generally fits many skill challenges/event scenarios -- when you're facing an avalanche or being chased through the street, your actions are determined in split seconds. It has worked well for my group as well as speeds up the game. I even use a similar method on occasion in battles where the individual monster is not a great threat but the number of continuous attacks is the threat (swarms of insects, jumping spiders, etc). [/QUOTE]
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