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Community
General Tabletop Discussion
*Pathfinder & Starfinder
How to portray long or challenging tasks in an interesting way
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<blockquote data-quote="SensoryThought" data-source="post: 5858654" data-attributes="member: 6687996"><p>Critical hits podcast did a recent one on skill challenges that is definitely worth listening to. They talk about what makes it interesting. </p><p></p><p>Crossing a desert for me is a boring skill challenge, particularly if they are well prepared. CH gave the example of crossing a rickety bridge. Boring unless you amp ip the tension - you are being chased and the bridge is on fire. </p><p></p><p>For me, if I wanted to make the desert crossing interesting I'd have them have a urgency - they need to cross it ill-prepared in a week to catch the macguffin. I'd have them roll Endurance DC15 on the first day (fail = lose 2 surges that aren't recovered on a long rest). Nature check (skilled only) the next day to find water, or else the DC is 20. </p><p></p><p>Next day they come across an oasis with nomads. History check (skilled) to know the tribe has a culture where they must welcome those who offer gifts. They can use Diplomacy, Bluff, Intimidate to deal for food, water, or camels. </p><p></p><p>Fast forward a few days and give a perception check to notice an approaching disturbance in the sand. Failure = surprise. Short combat encounter with a giant scorpion (or sand worm etc). Heal check to treat the poisoned pcs including nature check to find neutralizing cactus flowers. </p><p></p><p>Enough skill checks and they cross in time to catch the macguffin. </p><p></p><p>In general, failure in skill checks should not stop the story, only add complications the PCs must think or RP their way out of.</p></blockquote><p></p>
[QUOTE="SensoryThought, post: 5858654, member: 6687996"] Critical hits podcast did a recent one on skill challenges that is definitely worth listening to. They talk about what makes it interesting. Crossing a desert for me is a boring skill challenge, particularly if they are well prepared. CH gave the example of crossing a rickety bridge. Boring unless you amp ip the tension - you are being chased and the bridge is on fire. For me, if I wanted to make the desert crossing interesting I'd have them have a urgency - they need to cross it ill-prepared in a week to catch the macguffin. I'd have them roll Endurance DC15 on the first day (fail = lose 2 surges that aren't recovered on a long rest). Nature check (skilled only) the next day to find water, or else the DC is 20. Next day they come across an oasis with nomads. History check (skilled) to know the tribe has a culture where they must welcome those who offer gifts. They can use Diplomacy, Bluff, Intimidate to deal for food, water, or camels. Fast forward a few days and give a perception check to notice an approaching disturbance in the sand. Failure = surprise. Short combat encounter with a giant scorpion (or sand worm etc). Heal check to treat the poisoned pcs including nature check to find neutralizing cactus flowers. Enough skill checks and they cross in time to catch the macguffin. In general, failure in skill checks should not stop the story, only add complications the PCs must think or RP their way out of. [/QUOTE]
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Community
General Tabletop Discussion
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How to portray long or challenging tasks in an interesting way
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