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General Tabletop Discussion
*Pathfinder & Starfinder
Rethinking Skill Challenges
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<blockquote data-quote="ExploderWizard" data-source="post: 5215912" data-attributes="member: 66434"><p>The biggest problem I have with skill challenges is that they pre-suppose the goals of the PC's.</p><p> </p><p>The challenge might encompass several different approaches to a problem but all of them assume that the problem is one that the PC's must deal with.</p><p> </p><p>The whole purpose to a skill challenge is providing an encounter based structure to a non-combat situation. I don't tell my players who to fight where or when so I see no reason to try and tell them who they need to negotiate with, run from, or search for. </p><p> </p><p>If the players think that there is value in trying to convince an NPC of something then they will try it. Those kinds of decisions are there for the players to make. If the players do decide on that course of action, and are successful then their success means so much more because it was based on their own plan and not some series of hoops that I decided that they needed to jump through.</p><p> </p><p>The basic mechanics of the system are working for our campaign without the encounter based baggage.</p></blockquote><p></p>
[QUOTE="ExploderWizard, post: 5215912, member: 66434"] The biggest problem I have with skill challenges is that they pre-suppose the goals of the PC's. The challenge might encompass several different approaches to a problem but all of them assume that the problem is one that the PC's must deal with. The whole purpose to a skill challenge is providing an encounter based structure to a non-combat situation. I don't tell my players who to fight where or when so I see no reason to try and tell them who they need to negotiate with, run from, or search for. If the players think that there is value in trying to convince an NPC of something then they will try it. Those kinds of decisions are there for the players to make. If the players do decide on that course of action, and are successful then their success means so much more because it was based on their own plan and not some series of hoops that I decided that they needed to jump through. The basic mechanics of the system are working for our campaign without the encounter based baggage. [/QUOTE]
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