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<blockquote data-quote="Asmor" data-source="post: 4216433" data-attributes="member: 1154"><p>Wow, glad you all like it so much! Wish I could have responded sooner, but with the server being down and all... :/</p><p></p><p>One of the things I really like about this approach is that, it seems to me at least, if you're designing a skill challenge you'll likely tend to use the same skills over and over again. Social encounters will use lots of diplomacy and intimidate and bluff, traps will use lots of perception and thievery and dungeoneering, etc.</p><p></p><p>This forces you to use the skills a bit more evenly, which is good for two reasons.</p><p></p><p>First, it helps you break out of your box. It can be a real challenge trying to fit all these jigsaw pieces together.</p><p></p><p>Second, it helps the game from a purely "gamist" sense. It ensures that there are no dead skills, and every skill a player takes will get a chance to shine at some point.</p></blockquote><p></p>
[QUOTE="Asmor, post: 4216433, member: 1154"] Wow, glad you all like it so much! Wish I could have responded sooner, but with the server being down and all... :/ One of the things I really like about this approach is that, it seems to me at least, if you're designing a skill challenge you'll likely tend to use the same skills over and over again. Social encounters will use lots of diplomacy and intimidate and bluff, traps will use lots of perception and thievery and dungeoneering, etc. This forces you to use the skills a bit more evenly, which is good for two reasons. First, it helps you break out of your box. It can be a real challenge trying to fit all these jigsaw pieces together. Second, it helps the game from a purely "gamist" sense. It ensures that there are no dead skills, and every skill a player takes will get a chance to shine at some point. [/QUOTE]
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