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<blockquote data-quote="Manbearcat" data-source="post: 6042775" data-attributes="member: 6696971"><p>Actually, that is not what I did. Further, any combat (or any other challenge) could be reduced to "distillation down to <x> number of rolls", assuming (i) there are no stakes involved, (ii) there is no dynamism of interchange between players and environment (responses such as complications, threats, and imminent danger or setbacks) and (iii) no mechanical relevance (and narrative coherency) from step A resolution to step B resolution all the way to the ultimate conclusion.</p><p></p><p>I didn't flesh out the entirety, neither mechanically or narratively, of how that Skill Challenge would work and should be framed. But I could do so easily enough. It would just be a long post. I was just using that example as a perfect illustration of a climactic (boss) challenge within the exploration pillar. Within the scope of the movie it spans no more than a few days. I've had extended Exploration Skill Challenges last longer than a week before the mechanical framework, and the associated genre-relevant narrative, dictated that the conclusion was drawn. I wasn't sure how productive that would be as we are not talking about Skill Challenges here but a different mechanical framework that is being theorized. If you think it would be helpful, I could map out exactly how True Grit's Exploration Challenge would look within the mechanical framework of a Skill Challenge.</p><p></p><p>There are plenty of minor exploration challenges that are possible within a well done Exploration Challenge mechanical framework. But if they are so minor, so small, that there are really no stakes involved, then there is little need to use a complex mechanical framework to resolve it (just as non-complex combats do not need to be tactically played out on a grid).</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 6042775, member: 6696971"] Actually, that is not what I did. Further, any combat (or any other challenge) could be reduced to "distillation down to <x> number of rolls", assuming (i) there are no stakes involved, (ii) there is no dynamism of interchange between players and environment (responses such as complications, threats, and imminent danger or setbacks) and (iii) no mechanical relevance (and narrative coherency) from step A resolution to step B resolution all the way to the ultimate conclusion. I didn't flesh out the entirety, neither mechanically or narratively, of how that Skill Challenge would work and should be framed. But I could do so easily enough. It would just be a long post. I was just using that example as a perfect illustration of a climactic (boss) challenge within the exploration pillar. Within the scope of the movie it spans no more than a few days. I've had extended Exploration Skill Challenges last longer than a week before the mechanical framework, and the associated genre-relevant narrative, dictated that the conclusion was drawn. I wasn't sure how productive that would be as we are not talking about Skill Challenges here but a different mechanical framework that is being theorized. If you think it would be helpful, I could map out exactly how True Grit's Exploration Challenge would look within the mechanical framework of a Skill Challenge. There are plenty of minor exploration challenges that are possible within a well done Exploration Challenge mechanical framework. But if they are so minor, so small, that there are really no stakes involved, then there is little need to use a complex mechanical framework to resolve it (just as non-complex combats do not need to be tactically played out on a grid). [/QUOTE]
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