Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Revisiting 4th Edition
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="D'karr" data-source="post: 6076760" data-attributes="member: 336"><p>I love the character builder for the fact that I don't have to worry about the "mechanics" of the character, only the flavor. However, I use the offline one, and modify it when I want to add a house rule. For example one of my players ended up "reanimating" a twig blight and wanted to use it as a companion. I tweaked the Fey Beast Tamer theme and added a twig blight. Awesome solution, though it could have easily been written on the sheet.</p><p></p><p>My "philosophy" on skill challenges is that they provide me with a framework for <strong>rewarding</strong> non-combat encounters. That is all.</p><p></p><p>I run them pretty much in the same manner that I used to run non-combat encounters in past editions - very free-form. The difference is that when I start the challenge I assign it a level and difficulty. Sometimes this is based on the PC level, sometimes based on the NPC level, sometimes based on the situation, and sometimes based simply on gut instinct. Most of it is a give-take between the DM and PC, based on the situation. The difficulty for a check is always based on the situation. The more difficult something seems to be the harder the DC. The player only knows the difficulty as we discuss it, not the target number. That allows me to adjudicate without tipping the balance in the DM or PC favor. When they complete the challenge, whether successful or not, they get rewarded (XP) based on the outcome. They also "suffer" the consequences of success or failure. I can add "complications", or "boons" during the challenge based on the circumstances.</p><p></p><p>My players get into a lot of non-combat situations, and this has been a very solid framework to use for adjudication. This has created a more organic use/feel to the skill challenge framework, and provided me with what I didn't have before - a consistent way of rewarding that type of play.</p><p></p><p>When I use a "published" skill challenge I always "flip" it to work in this manner. The skill challenges seem to work better when they are organically merged with the actions of the characters <strong>trying to achieve a goal</strong>, rather than simply a list of "approved" skills. I run the challenges in a way similar to how I run combats. The description of what is happening is very important to the pacing, and the feel of the encounter. That shift in "philosophy" got rid of the "suckiness" of the skill challenges as presented in published format.</p></blockquote><p></p>
[QUOTE="D'karr, post: 6076760, member: 336"] I love the character builder for the fact that I don't have to worry about the "mechanics" of the character, only the flavor. However, I use the offline one, and modify it when I want to add a house rule. For example one of my players ended up "reanimating" a twig blight and wanted to use it as a companion. I tweaked the Fey Beast Tamer theme and added a twig blight. Awesome solution, though it could have easily been written on the sheet. My "philosophy" on skill challenges is that they provide me with a framework for [B]rewarding[/B] non-combat encounters. That is all. I run them pretty much in the same manner that I used to run non-combat encounters in past editions - very free-form. The difference is that when I start the challenge I assign it a level and difficulty. Sometimes this is based on the PC level, sometimes based on the NPC level, sometimes based on the situation, and sometimes based simply on gut instinct. Most of it is a give-take between the DM and PC, based on the situation. The difficulty for a check is always based on the situation. The more difficult something seems to be the harder the DC. The player only knows the difficulty as we discuss it, not the target number. That allows me to adjudicate without tipping the balance in the DM or PC favor. When they complete the challenge, whether successful or not, they get rewarded (XP) based on the outcome. They also "suffer" the consequences of success or failure. I can add "complications", or "boons" during the challenge based on the circumstances. My players get into a lot of non-combat situations, and this has been a very solid framework to use for adjudication. This has created a more organic use/feel to the skill challenge framework, and provided me with what I didn't have before - a consistent way of rewarding that type of play. When I use a "published" skill challenge I always "flip" it to work in this manner. The skill challenges seem to work better when they are organically merged with the actions of the characters [B]trying to achieve a goal[/B], rather than simply a list of "approved" skills. I run the challenges in a way similar to how I run combats. The description of what is happening is very important to the pacing, and the feel of the encounter. That shift in "philosophy" got rid of the "suckiness" of the skill challenges as presented in published format. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Revisiting 4th Edition
Top