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General Tabletop Discussion
*Pathfinder & Starfinder
official revision to skill challenge system
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<blockquote data-quote="Paul Strack" data-source="post: 4393129" data-attributes="member: 71340"><p>I guess your experience differs from mine. For my group, challenges have been working fairly well, more or less as written, once I massaged the numbers and added a few more options to give the party some choices.</p><p></p><p></p><p></p><p>I think something like this could work just a well in the context of the existing challenge system. You could do a jail-break challenge based on Thievery, Stealth and Bluff, and have the <em><strong>players</strong></em> decide what the actual breakdown of tasks is.</p><p></p><p>When I run challenges, I give the players the general situation, the skills I think are appropriate and then require them to describe how they are using their skills to advance the party towards victory. I lean heavily on the player's creativity, coaching them along only when they are stumped for ideas.</p><p></p><p>They could begin their jailbreak with a Thievery check to pick the cell door's lock, a Stealth check to hide from the guards bringing them food or a Bluff check to pretend they are sick. Each success would bring them closer to their goal and each failure would be an extra setback. I would describe the results based on how close they are to winning or losing the challenge. All I have to do is arrange it so the last check either gets them free of the jail or has them recaptured.</p><p></p><p>Deciding all the individual tasks in advance is a lot of extra work, and doesn't account for the clever ideas the players come up with during the game.</p></blockquote><p></p>
[QUOTE="Paul Strack, post: 4393129, member: 71340"] I guess your experience differs from mine. For my group, challenges have been working fairly well, more or less as written, once I massaged the numbers and added a few more options to give the party some choices. I think something like this could work just a well in the context of the existing challenge system. You could do a jail-break challenge based on Thievery, Stealth and Bluff, and have the [I][B]players[/B][/I] decide what the actual breakdown of tasks is. When I run challenges, I give the players the general situation, the skills I think are appropriate and then require them to describe how they are using their skills to advance the party towards victory. I lean heavily on the player's creativity, coaching them along only when they are stumped for ideas. They could begin their jailbreak with a Thievery check to pick the cell door's lock, a Stealth check to hide from the guards bringing them food or a Bluff check to pretend they are sick. Each success would bring them closer to their goal and each failure would be an extra setback. I would describe the results based on how close they are to winning or losing the challenge. All I have to do is arrange it so the last check either gets them free of the jail or has them recaptured. Deciding all the individual tasks in advance is a lot of extra work, and doesn't account for the clever ideas the players come up with during the game. [/QUOTE]
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