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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
In Defense of 4E - a New Campaign Perspective
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<blockquote data-quote="MwaO" data-source="post: 7556862" data-attributes="member: 12749"><p>I think there are three major legitimate things going on:</p><p>A skill challenge is a DM-structure tool to make non-combat meant to have consequences have appropriate values and be well-thought out in advance. It can also be used to bypass exploration or break the 4th wall. As an example from LFR NETH4-1(which I co-wrote), I had multiple tables at a convention winkingly ask me if we were in a skill challenge in the 1st main encounter. As if the answer was of course it was. But it wasn't. When the structure of a skill challenge is obvious to some players, they'll concentrate on solving the structure rather than the roleplaying parts. Have 2 of those at a table, everyone else will go there too. Some of the best roleplaying I saw at LFR tables was after saying to those players, "If you're in a skill challenge, I'll let you know." They then relaxed and immersed.</p><p></p><p>Initial adventures made it really clear that's the way to focus on skill challenges. Because otherwise stupidity would result. Good skill challenges have interesting consequences for failure — either way, you got to talk to the duke, but now the stronger noble is your enemy instead of the currently weaker one. And if you plan that twist out in advance, you'll get a lot of great ideas for where the campaign can go.</p><p></p><p>Tactical combat is fun in 4e. Meaning it isn't hard to spend more time on it, because the outcome is fun. But that time by necessity has to come from somewhere else.</p><p></p><p>----</p><p></p><p>Basically, it is more of a social problem than anything else. You have to make your players understand that failing a skill challenge can be a really good thing and make them excited to see what happens if they win or fail it. And figure out if your players want more roleplaying or more combat and get honest answers from them.</p></blockquote><p></p>
[QUOTE="MwaO, post: 7556862, member: 12749"] I think there are three major legitimate things going on: A skill challenge is a DM-structure tool to make non-combat meant to have consequences have appropriate values and be well-thought out in advance. It can also be used to bypass exploration or break the 4th wall. As an example from LFR NETH4-1(which I co-wrote), I had multiple tables at a convention winkingly ask me if we were in a skill challenge in the 1st main encounter. As if the answer was of course it was. But it wasn't. When the structure of a skill challenge is obvious to some players, they'll concentrate on solving the structure rather than the roleplaying parts. Have 2 of those at a table, everyone else will go there too. Some of the best roleplaying I saw at LFR tables was after saying to those players, "If you're in a skill challenge, I'll let you know." They then relaxed and immersed. Initial adventures made it really clear that's the way to focus on skill challenges. Because otherwise stupidity would result. Good skill challenges have interesting consequences for failure — either way, you got to talk to the duke, but now the stronger noble is your enemy instead of the currently weaker one. And if you plan that twist out in advance, you'll get a lot of great ideas for where the campaign can go. Tactical combat is fun in 4e. Meaning it isn't hard to spend more time on it, because the outcome is fun. But that time by necessity has to come from somewhere else. ---- Basically, it is more of a social problem than anything else. You have to make your players understand that failing a skill challenge can be a really good thing and make them excited to see what happens if they win or fail it. And figure out if your players want more roleplaying or more combat and get honest answers from them. [/QUOTE]
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