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Mountain Climbing Challange:
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<blockquote data-quote="LostSoul" data-source="post: 5279734" data-attributes="member: 386"><p>One of the things I picked up from all the advice written about skill challenges:</p><p></p><p>A skill challenge must involve interactive decision making.</p><p></p><p>The Player will need to make decisions for his PC like "Should I head to the Cliffs of Doom and try to scale them, or sneak past the Lair of the Wyrm?"</p><p></p><p>Both of those will call for skill checks, and, as the DMG2 says:</p><p></p><p style="margin-left: 20px">Each skill check in a challenge should do one of the following:</p> <p style="margin-left: 20px">* Introduce a new option that the PCs can pursue, a path to success they didn't know existed.</p> <p style="margin-left: 20px">* Change the situation, such as by sending the PCs to a new location, introducing a new NPC, or adding a complication.</p> <p style="margin-left: 20px">* Grant the players a tangible repercussion for the check's success or failure (as appropriate), one that influences their subsequent decisions.</p><p></p><p>The player chooses to sneak by the Wyrm's lair, rolls a check of some kind, and Fails! The PC wakes the Wyrm and the Wyrm says, "There is a stair at the back of my cave that you can take - but you won't be able to carry the stone up. Don't worry, who will tell?"</p><p></p><p>The stair will have its own issues, like mold and slime, and it's a challenge for the player to figure out how to get the stone up as well. Or maybe the PC will start talking to the Wyrm and get its help somehow.</p><p></p><p>That's how I would do it - introduce different options for the player to choose from by creating an interesting setting.</p></blockquote><p></p>
[QUOTE="LostSoul, post: 5279734, member: 386"] One of the things I picked up from all the advice written about skill challenges: A skill challenge must involve interactive decision making. The Player will need to make decisions for his PC like "Should I head to the Cliffs of Doom and try to scale them, or sneak past the Lair of the Wyrm?" Both of those will call for skill checks, and, as the DMG2 says: [indent]Each skill check in a challenge should do one of the following: * Introduce a new option that the PCs can pursue, a path to success they didn't know existed. * Change the situation, such as by sending the PCs to a new location, introducing a new NPC, or adding a complication. * Grant the players a tangible repercussion for the check's success or failure (as appropriate), one that influences their subsequent decisions.[/indent] The player chooses to sneak by the Wyrm's lair, rolls a check of some kind, and Fails! The PC wakes the Wyrm and the Wyrm says, "There is a stair at the back of my cave that you can take - but you won't be able to carry the stone up. Don't worry, who will tell?" The stair will have its own issues, like mold and slime, and it's a challenge for the player to figure out how to get the stone up as well. Or maybe the PC will start talking to the Wyrm and get its help somehow. That's how I would do it - introduce different options for the player to choose from by creating an interesting setting. [/QUOTE]
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