Yaarel
🇮🇱 🇺🇦 He-Mage
The only difference between a combat challenge and a skill challenge is, the skill challenge doesnt (usually) hit back.
Thus this passive skill challenge is either all-or-nothing pass/fail, or else a series of boring dice rolls.
So be it, all or nothing. But there is a narrative context.
I never have players roll a skill check, unless they propose a plausible narrative. If implausible it autofails. If decisive, it autowins. If it could go either way, then comes the skill check.
Thus it is the way that the players interact narratively that makes a skill challenge interesting.
Even for passive perception, I try to give a clue, rather than plainly telling them what is there. Let the players interact with the clue.
Thus this passive skill challenge is either all-or-nothing pass/fail, or else a series of boring dice rolls.
So be it, all or nothing. But there is a narrative context.
I never have players roll a skill check, unless they propose a plausible narrative. If implausible it autofails. If decisive, it autowins. If it could go either way, then comes the skill check.
Thus it is the way that the players interact narratively that makes a skill challenge interesting.
Even for passive perception, I try to give a clue, rather than plainly telling them what is there. Let the players interact with the clue.