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General Tabletop Discussion
*TTRPGs General
How do you feel about Skill Challenges?
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<blockquote data-quote="jbear" data-source="post: 4755410" data-attributes="member: 75065"><p>I enjoy skill challenges. I run them how I see fit; </p><p> </p><p>Sometimes I announce it as a challenge, usually during a combat so players are aware that time is of the essence;</p><p> </p><p> when I see a skill challenge coming up that encompasses a wider expanse of time that I want to move quickly I will prepare a challenge based on the Obsidian system; </p><p> </p><p>when the players force a situation I wasn't prepared for, I revert back to the 3 failures before x successes sistem because I find it simpler to improvise with. In these situations I don't often announce the challenge is occuring. I don't usually set the complexity. I begin marking what i consider meaningful successes and failures, and describe the consecuences of their actions. When people use less key skills, I use their successes to give bonuses to following rolls, to give hints etc. Failures may or may not result in increasing following DC's or perhaps something painful (falling for example) that doesn't put the Skill Challenge in danger. When I consider the have either failed or succeeded the challenge stops and I add up their relevant successes to gauge the complexity of the challenge and the xp I should reward them;</p><p> </p><p>Sometimes when everyone has to do the same thing (Endurance or climbing for example), I allow someone to take the role of leader. Failure of the leader counts as 2 failures (towards the team role, not the challenge). If they are successful they give the team +2 to their roll. A leader is also allowed to step in at critical moments and help someone who has failed (at the expense of HSurge of either the leader or the person who failed), which allows a reroll. Everyone rolls. if 7/7 players succeed I give the 2 successes. if 5 or 6/7 succeed, its 1 success toward the challenge. If 3 or more fail, they rack up a failure.</p><p> </p><p>I love the idea that heroic actions outside of combat are rewarded. You don't have to kill everything that moves to increase in skill and power. That in my book is awesome. I prefer to vary the format and the rules to be appropriate to the situation. I only allow the aid rule as a reward for good roleplaying. I try and keep it flexible and alive. The players enjoy it, and are completly oblivious to the mechanics behind them (which is understandable because it always varies).</p></blockquote><p></p>
[QUOTE="jbear, post: 4755410, member: 75065"] I enjoy skill challenges. I run them how I see fit; Sometimes I announce it as a challenge, usually during a combat so players are aware that time is of the essence; when I see a skill challenge coming up that encompasses a wider expanse of time that I want to move quickly I will prepare a challenge based on the Obsidian system; when the players force a situation I wasn't prepared for, I revert back to the 3 failures before x successes sistem because I find it simpler to improvise with. In these situations I don't often announce the challenge is occuring. I don't usually set the complexity. I begin marking what i consider meaningful successes and failures, and describe the consecuences of their actions. When people use less key skills, I use their successes to give bonuses to following rolls, to give hints etc. Failures may or may not result in increasing following DC's or perhaps something painful (falling for example) that doesn't put the Skill Challenge in danger. When I consider the have either failed or succeeded the challenge stops and I add up their relevant successes to gauge the complexity of the challenge and the xp I should reward them; Sometimes when everyone has to do the same thing (Endurance or climbing for example), I allow someone to take the role of leader. Failure of the leader counts as 2 failures (towards the team role, not the challenge). If they are successful they give the team +2 to their roll. A leader is also allowed to step in at critical moments and help someone who has failed (at the expense of HSurge of either the leader or the person who failed), which allows a reroll. Everyone rolls. if 7/7 players succeed I give the 2 successes. if 5 or 6/7 succeed, its 1 success toward the challenge. If 3 or more fail, they rack up a failure. I love the idea that heroic actions outside of combat are rewarded. You don't have to kill everything that moves to increase in skill and power. That in my book is awesome. I prefer to vary the format and the rules to be appropriate to the situation. I only allow the aid rule as a reward for good roleplaying. I try and keep it flexible and alive. The players enjoy it, and are completly oblivious to the mechanics behind them (which is understandable because it always varies). [/QUOTE]
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