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Forked: Skill Challenges
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<blockquote data-quote="Markn" data-source="post: 5036565" data-attributes="member: 21827"><p>PC,</p><p></p><p>I've been reading some of your skill challenges lately and I like them alot. I think one thing that you do, that maybe 90% of people out there don't do (me included) is make them interactive and this is key to making them feel more real and evocative.</p><p></p><p>The traditional SC is pretty much roll dice, did the player get a success or a failure. In this, there is only one thing happening - the players are the ONLY ones having an effect on the challenge. Sure, the DM roleplays what happens but thats about it. Compare this to combat and you will see that combat allows an interaction from both sides, the players attack, the bad guy attacks, on and on. Tactics are altered by both sides until someone gets the upper hand and eventually wins. Its that struggle for control of the situation that the standard SC misses. it's too one sided and I think is what makes them often lacking.</p><p></p><p>What you do PC, is add some mechanics to layer on top of the standard success/failure mechanic and apply it to the situation. Then on top of that you allow the antagonist, if there is one, to be a part of it with his own checks or actions and this directly affects what the PC can do or more importantly want to do round to round. This is far more interactive and is something I am now conscious about in SC designs.</p></blockquote><p></p>
[QUOTE="Markn, post: 5036565, member: 21827"] PC, I've been reading some of your skill challenges lately and I like them alot. I think one thing that you do, that maybe 90% of people out there don't do (me included) is make them interactive and this is key to making them feel more real and evocative. The traditional SC is pretty much roll dice, did the player get a success or a failure. In this, there is only one thing happening - the players are the ONLY ones having an effect on the challenge. Sure, the DM roleplays what happens but thats about it. Compare this to combat and you will see that combat allows an interaction from both sides, the players attack, the bad guy attacks, on and on. Tactics are altered by both sides until someone gets the upper hand and eventually wins. Its that struggle for control of the situation that the standard SC misses. it's too one sided and I think is what makes them often lacking. What you do PC, is add some mechanics to layer on top of the standard success/failure mechanic and apply it to the situation. Then on top of that you allow the antagonist, if there is one, to be a part of it with his own checks or actions and this directly affects what the PC can do or more importantly want to do round to round. This is far more interactive and is something I am now conscious about in SC designs. [/QUOTE]
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