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Science in High Middle Ages
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<blockquote data-quote="Dr. Strangemonkey" data-source="post: 4679349" data-attributes="member: 6533"><p>That looks good.</p><p></p><p>I was thinking about your delimma, though, and I wonder if I haven't stumbled upon yet another direction.</p><p></p><p>Is there a way you could engineer use of a laboratory or library directly into the rules for a skill challenge?</p><p></p><p>I mean, stylistically speaking, that tends to be what laboratories and libraries are in the genres and models you mention. They're a place where montages take place. Or where dramatic encounters take place because montages occur there.</p><p></p><p>And montages are something skill challenges are meant to simulate.</p><p></p><p>So...</p><p></p><p>Maybe what you really need is a way to incentivize labs and libraries for skill challenges. And then a seperate system for making skill challenges in lab and libraries.</p><p></p><p>Once you have the incentive here's what I think should happen in terms of play:</p><p></p><p>Scenario 1 - DM: Here's a Skill Challenge: You need to find the Hidden Temple of the Oscuratti.</p><p>Player 1: I go to the court and use diplomacy.</p><p>Player 2: I think back to my studies and use history.</p><p>Player 3: My skills aren't all strong here, but I could go to the lab and check out this soil we found on the cultists boots.</p><p></p><p>Scenario 2 - Looks like the Baron is behind these poisonings.</p><p>Player 1: Let's bring our evidence to the authorities.</p><p>Player 2: Lets's hunt him down.</p><p>Player 3: No guys, we need to stop the killings, the poisons still in the well no matter what we do to him. Let's go the lab and initiate a skill challenge for finding an antidote.</p><p></p><p>This way it's not essential to a skill challenge so players aren't tied to the lab, but they do see the lab as a resource they can use to either help solve problems or to create solutions to challenges they identify.</p><p></p><p>And if you just give it a skill challenge mechanic than that leaves it open to whatever specific application you and your players come up with.</p></blockquote><p></p>
[QUOTE="Dr. Strangemonkey, post: 4679349, member: 6533"] That looks good. I was thinking about your delimma, though, and I wonder if I haven't stumbled upon yet another direction. Is there a way you could engineer use of a laboratory or library directly into the rules for a skill challenge? I mean, stylistically speaking, that tends to be what laboratories and libraries are in the genres and models you mention. They're a place where montages take place. Or where dramatic encounters take place because montages occur there. And montages are something skill challenges are meant to simulate. So... Maybe what you really need is a way to incentivize labs and libraries for skill challenges. And then a seperate system for making skill challenges in lab and libraries. Once you have the incentive here's what I think should happen in terms of play: Scenario 1 - DM: Here's a Skill Challenge: You need to find the Hidden Temple of the Oscuratti. Player 1: I go to the court and use diplomacy. Player 2: I think back to my studies and use history. Player 3: My skills aren't all strong here, but I could go to the lab and check out this soil we found on the cultists boots. Scenario 2 - Looks like the Baron is behind these poisonings. Player 1: Let's bring our evidence to the authorities. Player 2: Lets's hunt him down. Player 3: No guys, we need to stop the killings, the poisons still in the well no matter what we do to him. Let's go the lab and initiate a skill challenge for finding an antidote. This way it's not essential to a skill challenge so players aren't tied to the lab, but they do see the lab as a resource they can use to either help solve problems or to create solutions to challenges they identify. And if you just give it a skill challenge mechanic than that leaves it open to whatever specific application you and your players come up with. [/QUOTE]
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