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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Plot-driven training, outside of level advancement
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<blockquote data-quote="Mengu" data-source="post: 5205593" data-attributes="member: 65726"><p>In general, I say no to such things. Characters already know as much as they need to about climbing. Those who are trained, know more. If I want characters to have an easier time to cross some mountains, I lower the DC's. Characters already know how to roll around on the floor and put out fires. It is what they do for a living.</p><p></p><p>If I want to have one part of the game impact another part, here is how I handle it. They are looking for ways to cross the mountains. They look for a guide. They go through some hoops, get lost a bit, but eventually find the guide, only to realize the guide had one leg torn off by an angry grillon the other day, and can no longer walk. He is also in a bad mood due to his injury. So the PC's have to get him in a good mood, and then accurately copy some of his maps, listen to and commit to memory his experiences. So this becomes a mini skill challenge with Diplomacy to calm him down (or maybe Bluff to bribe him with some promises), Heal to ease his pains, History/Nature to commit things to memory, Dungeoneering/Nature, maybe Thievery to copy his maps accurately. Maybe scatter a few more skills for entertainment. If they succeed in this mini skill challenge, then perhaps some of the DC's for the bigger skill challenge of getting through the mountains will be lowered by a couple points.</p><p></p><p>The game mechanics are built to provide appropriate challenges for characters. The challenges may change, or be impacted by a chain of encounters. But I try not to make anything free. They have to earn it. And if they do, I'll make sure they come to the realization that they perhaps succeeded in a certain encounter only because of a previous victory.</p></blockquote><p></p>
[QUOTE="Mengu, post: 5205593, member: 65726"] In general, I say no to such things. Characters already know as much as they need to about climbing. Those who are trained, know more. If I want characters to have an easier time to cross some mountains, I lower the DC's. Characters already know how to roll around on the floor and put out fires. It is what they do for a living. If I want to have one part of the game impact another part, here is how I handle it. They are looking for ways to cross the mountains. They look for a guide. They go through some hoops, get lost a bit, but eventually find the guide, only to realize the guide had one leg torn off by an angry grillon the other day, and can no longer walk. He is also in a bad mood due to his injury. So the PC's have to get him in a good mood, and then accurately copy some of his maps, listen to and commit to memory his experiences. So this becomes a mini skill challenge with Diplomacy to calm him down (or maybe Bluff to bribe him with some promises), Heal to ease his pains, History/Nature to commit things to memory, Dungeoneering/Nature, maybe Thievery to copy his maps accurately. Maybe scatter a few more skills for entertainment. If they succeed in this mini skill challenge, then perhaps some of the DC's for the bigger skill challenge of getting through the mountains will be lowered by a couple points. The game mechanics are built to provide appropriate challenges for characters. The challenges may change, or be impacted by a chain of encounters. But I try not to make anything free. They have to earn it. And if they do, I'll make sure they come to the realization that they perhaps succeeded in a certain encounter only because of a previous victory. [/QUOTE]
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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Plot-driven training, outside of level advancement
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