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Excerpt: skill challenges
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<blockquote data-quote="Irda Ranger" data-source="post: 4204474" data-attributes="member: 1003"><p>Eh.</p><p></p><p>I'll just note that players and DM who are new with each other rarely "sync up" and really roleplay well the first couple sessions. There just needs to be a level of comfort and understanding that can't happen immediately. Or at cons or tournaments. </p><p></p><p>I think Skill Challenges will be helpful in certain situations:</p><p>1. At Cons when you can be nice and explicit without having to guess what the DM "really means."</p><p>2. When dealing with players who are totally new to roleplaying. It gives them a structure to latch on to, and encourages a feel for the "ebb and flow" of non-combat encounters and situations.</p><p>3. When dealing with people who have been brainwashed by the "beat a DC 20 Bluff to get result X" form of roleplaying. If you don't want any more than that, fine, you can play your game as you choose. But some people may not even realize there's another way, so this will help them break out of the mold.</p><p></p><p>But barring those situations, I think I'll leave this Chapter un-used. I don't need a stat block for social encounters, and I certainly don't want to be hemmed in and limited by it. Except in the situations above, this will be far more limiting than it will be empowering. I hope the DMG makes that clear, since otherwise WotC is doing a real disservice to new gamers who are counting on the DMG to be teach them how to play.</p></blockquote><p></p>
[QUOTE="Irda Ranger, post: 4204474, member: 1003"] Eh. I'll just note that players and DM who are new with each other rarely "sync up" and really roleplay well the first couple sessions. There just needs to be a level of comfort and understanding that can't happen immediately. Or at cons or tournaments. I think Skill Challenges will be helpful in certain situations: 1. At Cons when you can be nice and explicit without having to guess what the DM "really means." 2. When dealing with players who are totally new to roleplaying. It gives them a structure to latch on to, and encourages a feel for the "ebb and flow" of non-combat encounters and situations. 3. When dealing with people who have been brainwashed by the "beat a DC 20 Bluff to get result X" form of roleplaying. If you don't want any more than that, fine, you can play your game as you choose. But some people may not even realize there's another way, so this will help them break out of the mold. But barring those situations, I think I'll leave this Chapter un-used. I don't need a stat block for social encounters, and I certainly don't want to be hemmed in and limited by it. Except in the situations above, this will be far more limiting than it will be empowering. I hope the DMG makes that clear, since otherwise WotC is doing a real disservice to new gamers who are counting on the DMG to be teach them how to play. [/QUOTE]
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Excerpt: skill challenges
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