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General Tabletop Discussion
*Pathfinder & Starfinder
Rethinking Skill Challenges
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<blockquote data-quote="jbear" data-source="post: 5217197" data-attributes="member: 75065"><p>I usually reserve it for situations that I consider that everyone is forced to participate. If everyone has to climb over a wall, why wouldn't everyone have to roll. Either climb or come up with your own way around. But if you are finding other ways around things, then you're being involved as well aren't you? It's not something I do for every check in a skill challenge. But is usually a feature at least once or twice, sometimes more depending on the kind of situation. </p><p> </p><p>I think it adds a dynamic element, whereby even minor failures that don't affect the overall challenge, do have an affect on the action, perhaps even changing the course and the PCs direction. I try and avoid situations where it feels like:'dang. a fail. careful only two more of those and something bad will happen' and carry on as if nothing was amiss. I prefer: 'oh crap... a fail!!!! Brace yourselves', and something changes, happens, goes awry and the PCs have to think on their feet to sort it out, in order to be able to progress any further. Once that is done, then carry on, but probably not the same way if there hadn't been a failure, because the situation has changed.</p><p> </p><p>I tend to make up pretty elaborate flow charts to have a mental guide to the kind of things that could happen depending on the variious degrees of success and failure. I don't always stick to it religiously, as players can come up with stuff you hadn't taken into account. Still, it's usually pretty useful to plan for a little bit of improvisation ahead of time.</p></blockquote><p></p>
[QUOTE="jbear, post: 5217197, member: 75065"] I usually reserve it for situations that I consider that everyone is forced to participate. If everyone has to climb over a wall, why wouldn't everyone have to roll. Either climb or come up with your own way around. But if you are finding other ways around things, then you're being involved as well aren't you? It's not something I do for every check in a skill challenge. But is usually a feature at least once or twice, sometimes more depending on the kind of situation. I think it adds a dynamic element, whereby even minor failures that don't affect the overall challenge, do have an affect on the action, perhaps even changing the course and the PCs direction. I try and avoid situations where it feels like:'dang. a fail. careful only two more of those and something bad will happen' and carry on as if nothing was amiss. I prefer: 'oh crap... a fail!!!! Brace yourselves', and something changes, happens, goes awry and the PCs have to think on their feet to sort it out, in order to be able to progress any further. Once that is done, then carry on, but probably not the same way if there hadn't been a failure, because the situation has changed. I tend to make up pretty elaborate flow charts to have a mental guide to the kind of things that could happen depending on the variious degrees of success and failure. I don't always stick to it religiously, as players can come up with stuff you hadn't taken into account. Still, it's usually pretty useful to plan for a little bit of improvisation ahead of time. [/QUOTE]
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