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<blockquote data-quote="billd91" data-source="post: 6163692" data-attributes="member: 3400"><p>Skill challenges can be really difficult for GMs to frame without them seeming too artificial or without leading the PCs through the steps like a bull with a ring in its nose. Different approaches should work better with different sorts of challenges.</p><p></p><p>In the case of convincing the king, the diplomacy check success may lead the king to say, "You make a strong case, but how can I be certain that I am not merely placing my neck on the block by aiding you? You are asking me to risk my army, my treasure, on your word when I cannot be certain you can back that word up with deeds." At that point, the players should take the cue that some demonstration of prowess be make - perhaps a direct display or perhaps a well-told story of their exploits (perform).</p><p></p><p>To borrow an idea from MegaTraveller, expanded procedures for jumping from one system to another, you'd could have a much more explicit skill challenge with a fairly standard procedure. The navigator makes the calculation, the engineer manages the jump reactor and fuel flow, the pilot maneuvers to optimal jump point, and you manage the results based on the number of successes/failures. Three successes and you come out on target and on time, one failure and your time is off, two and you have a rough (and damaging) exit, all three and you misjump to a different destination.</p></blockquote><p></p>
[QUOTE="billd91, post: 6163692, member: 3400"] Skill challenges can be really difficult for GMs to frame without them seeming too artificial or without leading the PCs through the steps like a bull with a ring in its nose. Different approaches should work better with different sorts of challenges. In the case of convincing the king, the diplomacy check success may lead the king to say, "You make a strong case, but how can I be certain that I am not merely placing my neck on the block by aiding you? You are asking me to risk my army, my treasure, on your word when I cannot be certain you can back that word up with deeds." At that point, the players should take the cue that some demonstration of prowess be make - perhaps a direct display or perhaps a well-told story of their exploits (perform). To borrow an idea from MegaTraveller, expanded procedures for jumping from one system to another, you'd could have a much more explicit skill challenge with a fairly standard procedure. The navigator makes the calculation, the engineer manages the jump reactor and fuel flow, the pilot maneuvers to optimal jump point, and you manage the results based on the number of successes/failures. Three successes and you come out on target and on time, one failure and your time is off, two and you have a rough (and damaging) exit, all three and you misjump to a different destination. [/QUOTE]
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