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Getting back on the horse
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<blockquote data-quote="amysrevenge" data-source="post: 4505095" data-attributes="member: 61298"><p>I echo this - running almost everything else in 4E is easy-peasy for an experienced D&D DM. It's a bit of a trick to make Skill Challenges fluid and organic (abandoning the Initiative roll is where I've started). The first couple I ran were static and awkward, but they are getting better, and I'm still improving. </p><p></p><p>I find that my own chief difficulty is players in the 3.X midset, who immediately start throwing dice and shouting results even when they are not particularly good at the skill in question. I start to hint that the guard could use some "convincing" (with a DC 16 Diplomacy check in mind for a success), and I immediately get shouts of "11", "5", 15", "28", "12" - technically speaking, that's four fails and one success, which would end any skill challenge before it's even started lol. </p><p></p><p>I give my players a little speech at the start of each session (I get different players all the time, as I run games at the local game store) that runs something like this:</p><p></p><p>"The basic goal of skill challenges is to fool the DM into letting you roll checks for skills you are 'good' at, no matter the situation. If you can avoid it, NEVER roll a skill check in a skill you're not 'good' at. If you're only trained in Endurance, Athletics, and Thievery, try to find ways to make Endurance checks in social skill challenges - at least as a secondary thing to give someone else a +2."</p></blockquote><p></p>
[QUOTE="amysrevenge, post: 4505095, member: 61298"] I echo this - running almost everything else in 4E is easy-peasy for an experienced D&D DM. It's a bit of a trick to make Skill Challenges fluid and organic (abandoning the Initiative roll is where I've started). The first couple I ran were static and awkward, but they are getting better, and I'm still improving. I find that my own chief difficulty is players in the 3.X midset, who immediately start throwing dice and shouting results even when they are not particularly good at the skill in question. I start to hint that the guard could use some "convincing" (with a DC 16 Diplomacy check in mind for a success), and I immediately get shouts of "11", "5", 15", "28", "12" - technically speaking, that's four fails and one success, which would end any skill challenge before it's even started lol. I give my players a little speech at the start of each session (I get different players all the time, as I run games at the local game store) that runs something like this: "The basic goal of skill challenges is to fool the DM into letting you roll checks for skills you are 'good' at, no matter the situation. If you can avoid it, NEVER roll a skill check in a skill you're not 'good' at. If you're only trained in Endurance, Athletics, and Thievery, try to find ways to make Endurance checks in social skill challenges - at least as a secondary thing to give someone else a +2." [/QUOTE]
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