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Out of Combat Woes
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<blockquote data-quote="Paraxis" data-source="post: 6550227" data-attributes="member: 13009"><p>Even when I ran skill challenges in 4e the best way is to just have the players describe the characters actions. Go from there.</p><p></p><p>So the way I do it is go around the table so you don't miss anyone and do as you do and ask them what they want to do in the situation. Don't resolve it at that point in time, this isn't turn based combat, just get an idea of what they want to do. Then ask the next person and so on. Once everyone has decided on a course of action you narrate how things play out.</p><p></p><p>You don't use turn order like combat so that it doesn't feel like combat. Also it gives you time to think about what is going to happen or might happen, hopefully it also lets the group try and use some teamwork and build off of each others ideas.</p><p></p><p>They don't talk about skills like they are power card options, like "My highest skill is athletics I want to use athletics in this skill challenge." --that is what makes it feel gamey.</p><p></p><p>They describe what they want the character to do, "I chase after the scholar trying to avoid the crowds and vendor stalls." --You as a DM decide if you want him to make an ability check. You can decide if he succeeds or fails without one, but I like to have people roll but you call for the check based on the described actions, you might make it an acrobatics check to dodge an overturned cabbage cart or something else.</p><p></p><p>It feels gamey when treated like a game instead of like people describing their actions.</p><p></p><p>Now behind the screen can you have a system like 4e skill challenges where you know they need 5 successful checks to corner the guy before he gets away? Sure you can, but the second you tell them that it becomes a mini game and not a narrative experience.</p></blockquote><p></p>
[QUOTE="Paraxis, post: 6550227, member: 13009"] Even when I ran skill challenges in 4e the best way is to just have the players describe the characters actions. Go from there. So the way I do it is go around the table so you don't miss anyone and do as you do and ask them what they want to do in the situation. Don't resolve it at that point in time, this isn't turn based combat, just get an idea of what they want to do. Then ask the next person and so on. Once everyone has decided on a course of action you narrate how things play out. You don't use turn order like combat so that it doesn't feel like combat. Also it gives you time to think about what is going to happen or might happen, hopefully it also lets the group try and use some teamwork and build off of each others ideas. They don't talk about skills like they are power card options, like "My highest skill is athletics I want to use athletics in this skill challenge." --that is what makes it feel gamey. They describe what they want the character to do, "I chase after the scholar trying to avoid the crowds and vendor stalls." --You as a DM decide if you want him to make an ability check. You can decide if he succeeds or fails without one, but I like to have people roll but you call for the check based on the described actions, you might make it an acrobatics check to dodge an overturned cabbage cart or something else. It feels gamey when treated like a game instead of like people describing their actions. Now behind the screen can you have a system like 4e skill challenges where you know they need 5 successful checks to corner the guy before he gets away? Sure you can, but the second you tell them that it becomes a mini game and not a narrative experience. [/QUOTE]
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