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How do you feel about Skill Challenges?
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<blockquote data-quote="Ktulu" data-source="post: 4755597" data-attributes="member: 13465"><p>One thing I've been doing to get around the "guy with highest X rolls for that skill" is make it more of an interactive situation. When the Barbarian with the unfailable endurance check goes, maybe he can't do endurance because he has to jump out of the way (athletics), or he's lost his companions in the situation and must make a perception check...</p><p></p><p>Maybe during a social situation, as he's preparing to make his diplomatic case, someone calls out his torrid past and he has to throw down a bluff, denying the allegations.</p><p></p><p></p><p>I don't do this for every turn, but it has truly helped the players get away from "roll X to win".</p><p></p><p>Also, I've implemented these variants:</p><p></p><ul> <li data-xf-list-type="ul"> Extended conditions (things like fatigured, exhausted, angry, etc...) that continue during and after skill challenges without a short or extended rest (Depending on the issue)</li> <li data-xf-list-type="ul"> Time limit victory condition - Amass more victories than failures in X rounds. This works great for situations like flooding rooms, collapsing buildings, etc.. The players know they're on a time limit and must move quickly.</li> <li data-xf-list-type="ul"> Power benefit successes - example: A rogue used a daily power to slow an enemy in a chase combat, lowering DC's to easy for the remainder of the challenge.</li> <li data-xf-list-type="ul"> mutiple victory conditions - Depending on the number of victories VS the number of failures, the heroes reach different situations. example:<br /> <br /> In a chase, total victory means the heroes were able to route the enemy and setup an ambush. one failure means they meet on even footing. Two failures means he got away, but you know where he went (into the rogues' hideout, etc..), Total failure and you were ambushed by him and a number of allies..</li> </ul><p></p><p></p><p>I do my best to mix up each skill challenge so they don't feel like a rehash of something done before (just like with combat encounters; fight the same enemies over and over adn the players get bored).</p></blockquote><p></p>
[QUOTE="Ktulu, post: 4755597, member: 13465"] One thing I've been doing to get around the "guy with highest X rolls for that skill" is make it more of an interactive situation. When the Barbarian with the unfailable endurance check goes, maybe he can't do endurance because he has to jump out of the way (athletics), or he's lost his companions in the situation and must make a perception check... Maybe during a social situation, as he's preparing to make his diplomatic case, someone calls out his torrid past and he has to throw down a bluff, denying the allegations. I don't do this for every turn, but it has truly helped the players get away from "roll X to win". Also, I've implemented these variants: [list] [*] Extended conditions (things like fatigured, exhausted, angry, etc...) that continue during and after skill challenges without a short or extended rest (Depending on the issue) [*] Time limit victory condition - Amass more victories than failures in X rounds. This works great for situations like flooding rooms, collapsing buildings, etc.. The players know they're on a time limit and must move quickly. [*] Power benefit successes - example: A rogue used a daily power to slow an enemy in a chase combat, lowering DC's to easy for the remainder of the challenge. [*] mutiple victory conditions - Depending on the number of victories VS the number of failures, the heroes reach different situations. example: In a chase, total victory means the heroes were able to route the enemy and setup an ambush. one failure means they meet on even footing. Two failures means he got away, but you know where he went (into the rogues' hideout, etc..), Total failure and you were ambushed by him and a number of allies.. [/list] I do my best to mix up each skill challenge so they don't feel like a rehash of something done before (just like with combat encounters; fight the same enemies over and over adn the players get bored). [/QUOTE]
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