TallIan
Explorer
I make sure there are multiple ways to achieve the same result, in the same way that there are multiple options to get through a dungeon. eg. if you come to a locked door, the party could pick the lock, kick down the door or go find a key.
Similarly, if the queen has horses to offer, make sure there are several ways to acquire them. The PC's could ask directly (a single persuasion roll with a DC set depending on why the queen might give them horses), the PC's could impress on the queen the urgency of the situation that leads to her offering horses (a deception or intimidation roll perhaps) or a reason for the queen to want to be rid of a certain animal (insight to notice the prince has been thrown several times from the same horse)
It's best if multiple skills could be used, in the dungeon example Athletics, Thieves Tools and Perception would be used for each option respectively. It's a little harder to spread checks across ability checks in social situations, but INT and WIS both make a lot of sense. I also find being a little loose with what counts as intimidation helps vary things a little. eg convincing the queen that the threat is urgent could be an intimidation tactic rather than a second choice of persuasion. Intimidation doesn't HAVE to be a direct threat of personal violence.
I find this way engaging the players with more than; "Can you roll a die." <Clatter> "The queen offers you horses as well." It puts the ball in their court to come up with the idea's. They have to ask, or think to raise the issue of urgency.
Similarly, if the queen has horses to offer, make sure there are several ways to acquire them. The PC's could ask directly (a single persuasion roll with a DC set depending on why the queen might give them horses), the PC's could impress on the queen the urgency of the situation that leads to her offering horses (a deception or intimidation roll perhaps) or a reason for the queen to want to be rid of a certain animal (insight to notice the prince has been thrown several times from the same horse)
It's best if multiple skills could be used, in the dungeon example Athletics, Thieves Tools and Perception would be used for each option respectively. It's a little harder to spread checks across ability checks in social situations, but INT and WIS both make a lot of sense. I also find being a little loose with what counts as intimidation helps vary things a little. eg convincing the queen that the threat is urgent could be an intimidation tactic rather than a second choice of persuasion. Intimidation doesn't HAVE to be a direct threat of personal violence.
I find this way engaging the players with more than; "Can you roll a die." <Clatter> "The queen offers you horses as well." It puts the ball in their court to come up with the idea's. They have to ask, or think to raise the issue of urgency.