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*TTRPGs General
How do you feel about Skill Challenges?
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<blockquote data-quote="Starfox" data-source="post: 4756383" data-attributes="member: 2303"><p>I find I'm going back to basics on skill challenges. It took a long time for the rules to settle, but these days I can do a skill challenge pretty seamlessly and using almost exactly the rules from the PH. At first I thought they were complex and rule-intense, but in the end I find it is just a tallying of successes.</p><p></p><p>I tried various systems, homebrew and from here (Thank you, Stalker0), but in the end, I find the original system works well. The changes I do use are more like anti-rules, breaking out of the mold that is the skill challenge. <ul> <li data-xf-list-type="ul">I don't use rounds or initiative (except if a fight is happening simultaneously)</li> <li data-xf-list-type="ul">I don't enforce a round-robin. I juggle the players, making one of them act and then looking for another player's initiatives, but if some (or even most) of the players want to stay out of it, I don't force the matter.</li> <li data-xf-list-type="ul">I allow almost any skill to be used as long as it comes with a reasonable and creative stunt.</li> </ul><p></p><p>With these fudges, I feel the skill challenge system works reasonably well. It introduces an element of possible failure where players could normally roll themselves bored waiting for a success (say research), and it allows for a little bit of failure even in situations that would otherwise be very unforgiving (say sneaking).</p></blockquote><p></p>
[QUOTE="Starfox, post: 4756383, member: 2303"] I find I'm going back to basics on skill challenges. It took a long time for the rules to settle, but these days I can do a skill challenge pretty seamlessly and using almost exactly the rules from the PH. At first I thought they were complex and rule-intense, but in the end I find it is just a tallying of successes. I tried various systems, homebrew and from here (Thank you, Stalker0), but in the end, I find the original system works well. The changes I do use are more like anti-rules, breaking out of the mold that is the skill challenge.[list] [*]I don't use rounds or initiative (except if a fight is happening simultaneously) [*]I don't enforce a round-robin. I juggle the players, making one of them act and then looking for another player's initiatives, but if some (or even most) of the players want to stay out of it, I don't force the matter. [*]I allow almost any skill to be used as long as it comes with a reasonable and creative stunt. [/list] With these fudges, I feel the skill challenge system works reasonably well. It introduces an element of possible failure where players could normally roll themselves bored waiting for a success (say research), and it allows for a little bit of failure even in situations that would otherwise be very unforgiving (say sneaking). [/QUOTE]
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How do you feel about Skill Challenges?
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