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Excerpt: skill challenges
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<blockquote data-quote="Thasmodious" data-source="post: 4205421" data-attributes="member: 63272"><p>This is the attitude that makes me question some's skill ranks in reading comprehension. You aren't being told no or that something is impossible. You are being told that in this situation, something you might consider doing is counter productive. You can try and intimidate the duke. You could succeed and scare the everloving crap out of the poor man. But that isn't going to help you convince him that you are a trustworthy group of adventurers with the regions best interests at heart and who need resources and aid to solve a problem he wasn't even aware of. </p><p></p><p>Its a perfectly reasonable part of the overall guidelines for the negotiation. Negotiations are like that. You can say the wrong thing or take the wrong path of convincing and set yourselves back in the negotiations. </p><p></p><p>(middle of the challenge)</p><p>Duke: "I'm just not sure if you are the ones for this task..."</p><p>Cleric: religion check success</p><p>DM: Duke is known to be pious and friendly to Pelor (cleric's religion)</p><p>Cleric: Recites some scripture "...and like St. Todd's band, I can vouch for the sincerity and piety of this group." diplomacy success</p><p>Fighter: he's almost there, guys, I'll take him over the finish line "besides, if you don't help us I'll tear your 'crown jewels' off like a paper towel." intimidate success</p><p>DM: The duke jumps back, alarmed and clearly frightened. His guard captain and personal guards step forward, hands on hilts, the captain bristling at the threat. "y-y-ou call that sincere and p-p-pious?"</p><p></p><p>There have to be victory conditions and failure consequences. I wouldn't like it if the only option for failure was poor dice rolling. Being able to succeed and still hurt the cause adds an interesting, dynamic aspect to the encounter, above simply rolling. The failure is not a "no", it is an avoidable encounter condition. </p><p></p><p>The party is in a challenge to cheer up the sad, 6 year old emperor. Unknown to the party, but could be known with a successful hard history check, the kid was traumatized by a troupe of clowns at his 4th birthday and has an irrational fear of acrobatic displays. If the party doesn't learn this, the rogues first attempt at an entertaining aerial display results in a dismal failure as the young emperor, who is prone to having people tossed out a hole in his sky castle, begins to bawl.</p></blockquote><p></p>
[QUOTE="Thasmodious, post: 4205421, member: 63272"] This is the attitude that makes me question some's skill ranks in reading comprehension. You aren't being told no or that something is impossible. You are being told that in this situation, something you might consider doing is counter productive. You can try and intimidate the duke. You could succeed and scare the everloving crap out of the poor man. But that isn't going to help you convince him that you are a trustworthy group of adventurers with the regions best interests at heart and who need resources and aid to solve a problem he wasn't even aware of. Its a perfectly reasonable part of the overall guidelines for the negotiation. Negotiations are like that. You can say the wrong thing or take the wrong path of convincing and set yourselves back in the negotiations. (middle of the challenge) Duke: "I'm just not sure if you are the ones for this task..." Cleric: religion check success DM: Duke is known to be pious and friendly to Pelor (cleric's religion) Cleric: Recites some scripture "...and like St. Todd's band, I can vouch for the sincerity and piety of this group." diplomacy success Fighter: he's almost there, guys, I'll take him over the finish line "besides, if you don't help us I'll tear your 'crown jewels' off like a paper towel." intimidate success DM: The duke jumps back, alarmed and clearly frightened. His guard captain and personal guards step forward, hands on hilts, the captain bristling at the threat. "y-y-ou call that sincere and p-p-pious?" There have to be victory conditions and failure consequences. I wouldn't like it if the only option for failure was poor dice rolling. Being able to succeed and still hurt the cause adds an interesting, dynamic aspect to the encounter, above simply rolling. The failure is not a "no", it is an avoidable encounter condition. The party is in a challenge to cheer up the sad, 6 year old emperor. Unknown to the party, but could be known with a successful hard history check, the kid was traumatized by a troupe of clowns at his 4th birthday and has an irrational fear of acrobatic displays. If the party doesn't learn this, the rogues first attempt at an entertaining aerial display results in a dismal failure as the young emperor, who is prone to having people tossed out a hole in his sky castle, begins to bawl. [/QUOTE]
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