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General Tabletop Discussion
*TTRPGs General
How do you feel about Skill Challenges?
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<blockquote data-quote="jasin" data-source="post: 4756392" data-attributes="member: 7531"><p>A large number of discrete but interacting building blocks allowing the construction of a huge number of different situations?</p><p></p><p>For non-combat encounters to be like combat, on the adventure-building side you should have a large number of small, simple situations and issues that you could pile together to make a problem to be overcome by the PCs, like you do with orcs for combat.</p><p></p><p>Rather than the wilderness trek with a half a dozen skills and DCs in the DMG, you would have:</p><p></p><p>Avalanche</p><p>Situation * Cold, Surprise, Wilderness</p><p>Make a moderate Athletics, Acrobatics or Endurance check or lose a healing surge until the end of the encounter.</p><p></p><p>Winter</p><p>Time * Cold</p><p>+2 to DC of checks to deal with Cold situations.</p><p>Blizzard (Encounter, recharge 5 6): see Storm situation.</p><p></p><p>Well-Traveled</p><p>Region * Social</p><p>-2 to DC of Wilderness situations. +2 to DC of Stealth checks.</p><p></p><p>Border Watch</p><p>Situation * Social, Subterfuge</p><p>Easy Diplomacy to cross legally. Difficult Bluff or moderate Stealth or cross illegally. Failure results in a moderate combat encounter.</p><p></p><p>Furthermore, you'd need powers that interact with these building blocks, beyond just boosts/rerolls/etc. to skills:</p><p></p><p>Winterborn Druid Utility 6</p><p>Encounter * Cold</p><p>Use Nature to deal with a Cold situation, instead of the skill normally used.</p><p></p><p>Overall, I'm not sure if this much structure is a workable idea, or even desirable, but I think it's a direction worth exploring.</p></blockquote><p></p>
[QUOTE="jasin, post: 4756392, member: 7531"] A large number of discrete but interacting building blocks allowing the construction of a huge number of different situations? For non-combat encounters to be like combat, on the adventure-building side you should have a large number of small, simple situations and issues that you could pile together to make a problem to be overcome by the PCs, like you do with orcs for combat. Rather than the wilderness trek with a half a dozen skills and DCs in the DMG, you would have: Avalanche Situation * Cold, Surprise, Wilderness Make a moderate Athletics, Acrobatics or Endurance check or lose a healing surge until the end of the encounter. Winter Time * Cold +2 to DC of checks to deal with Cold situations. Blizzard (Encounter, recharge 5 6): see Storm situation. Well-Traveled Region * Social -2 to DC of Wilderness situations. +2 to DC of Stealth checks. Border Watch Situation * Social, Subterfuge Easy Diplomacy to cross legally. Difficult Bluff or moderate Stealth or cross illegally. Failure results in a moderate combat encounter. Furthermore, you'd need powers that interact with these building blocks, beyond just boosts/rerolls/etc. to skills: Winterborn Druid Utility 6 Encounter * Cold Use Nature to deal with a Cold situation, instead of the skill normally used. Overall, I'm not sure if this much structure is a workable idea, or even desirable, but I think it's a direction worth exploring. [/QUOTE]
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