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<blockquote data-quote="Stormonu" data-source="post: 6039914" data-attributes="member: 52734"><p>Yes. Just like most folks abhor combats that are "I swing. I hit. He swings. He misses, etc.", I don't want skill challenges (or roleplay challenges) to just be straight up dice roll fests. They should be as nuanced as combat - in that any die rolls are interspersed with and react with the fiction.</p><p></p><p>You shouldn't have to explicitly define in the challenge write-up what each skill will do in a skill challenge, just as you don't have to write up what each attack will do in a combat. There should be enough detail in the primary rules so you've got a good idea how skills and whatnot will play out. And no one single check should dominate or allow a single roll win (such as in a diplomacy skill challenge). There should also be degrees of success and failure. And finally, you want to encourage variety - not 13 rolls of the same skill to succeed.</p><p></p><p></p><p>The game should be able to handle a Skill Challenge write-up phrased something like this:</p><p></p><p><em>The characters, having just successfully robbed the mayor, must pass by a duo of guards near the city gate. The night is cold and the two guards (place stats here) hover near a barrel of fire in a large open area at the conflux of five major roads, but are rather lax in their watch. If attacked or they recognize the characters, they will sound an alarm that will bring more guards (and possibly bounty hunters [place stats here]) to the scene. The surrounding apartment tenements are approximately five stories each, and most of the windows have been drawn close to keep out the chill night air. There is practically no foot traffic, and what little does move about either hurriedly goes about its business to quickly return to its warm hearth or consists of vagabonds seeking to keep themselves warm.</em></p></blockquote><p></p>
[QUOTE="Stormonu, post: 6039914, member: 52734"] Yes. Just like most folks abhor combats that are "I swing. I hit. He swings. He misses, etc.", I don't want skill challenges (or roleplay challenges) to just be straight up dice roll fests. They should be as nuanced as combat - in that any die rolls are interspersed with and react with the fiction. You shouldn't have to explicitly define in the challenge write-up what each skill will do in a skill challenge, just as you don't have to write up what each attack will do in a combat. There should be enough detail in the primary rules so you've got a good idea how skills and whatnot will play out. And no one single check should dominate or allow a single roll win (such as in a diplomacy skill challenge). There should also be degrees of success and failure. And finally, you want to encourage variety - not 13 rolls of the same skill to succeed. The game should be able to handle a Skill Challenge write-up phrased something like this: [I]The characters, having just successfully robbed the mayor, must pass by a duo of guards near the city gate. The night is cold and the two guards (place stats here) hover near a barrel of fire in a large open area at the conflux of five major roads, but are rather lax in their watch. If attacked or they recognize the characters, they will sound an alarm that will bring more guards (and possibly bounty hunters [place stats here]) to the scene. The surrounding apartment tenements are approximately five stories each, and most of the windows have been drawn close to keep out the chill night air. There is practically no foot traffic, and what little does move about either hurriedly goes about its business to quickly return to its warm hearth or consists of vagabonds seeking to keep themselves warm.[/I] [/QUOTE]
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