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*Pathfinder & Starfinder
Skill Challenge DCs
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 4939465" data-attributes="member: 710"><p>I think the most interesting excerpts are in my post, directly adressing the issues you have with the system.</p><p></p><p>-</p><p></p><p>Can characters win an encounter just by always using your at-will powers with no tactics and strategy? Anyone ever tried that? Somehow we still don't do it.</p><p></p><p>The problem with the framework is not the DC, but that the challenge doesn't get more interesting or you get better benefits (like not losing healing surges) if you use "tactics". </p><p></p><p>So I think part of the responsibility of a good skill challenge is to add some tactics.</p><p>1) Certain skill checks open up new skills to use.</p><p></p><p>2) Skills can't be used infinitely often. Among that - I don't think aid another should be generally applicable. It is a "tactic", but one that's not interesting. </p><p></p><p>3) Finite time. If you don't succeed within a certain time frame (represented by checks you make), you can't succeed or at least don't get the best results. This can even counter the "everyone uses aid another" trick. If you have only X "rounds" in each which every character can attempt one skill check, and you need 2X successes, some players have to take risks. </p><p>Maybe the time limit is not strict in the sense you fail big time. But if you don't manage in time, you lose an advantage. (For example, if you don't chase after the criminal fast enough, he will find some additional allies to aid him. If you fail entirely, he also sets up an ambush for you and/or destroys evidence.)</p><p></p><p>4) Different skills change the nature of your success. If you use Diplomacy, you might get an ally. If you use Intimidate, you lose an ally but gain a reputation. If you use Arcana, you gather some Residuum, if you use Religion, you recover a healing surge or divine power. </p><p>The minimum result should always be a different narrative, but it should also provide some "tangible" effects - be it represented by mechanics or by story awards.</p><p>Even if there is still a straight route to success - just use Diplomacy over and over, knowing that a different route might change the outcome can be enough to make things interesting. </p><p></p><p>The biggest trick might be coming up with restrictions and special benefits (especially ones that feel appropriate). It's not something the framework can give you, just like the encounter design rules can't tell you whether you should use Goblins or Kobolds in your adventure.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 4939465, member: 710"] I think the most interesting excerpts are in my post, directly adressing the issues you have with the system. - Can characters win an encounter just by always using your at-will powers with no tactics and strategy? Anyone ever tried that? Somehow we still don't do it. The problem with the framework is not the DC, but that the challenge doesn't get more interesting or you get better benefits (like not losing healing surges) if you use "tactics". So I think part of the responsibility of a good skill challenge is to add some tactics. 1) Certain skill checks open up new skills to use. 2) Skills can't be used infinitely often. Among that - I don't think aid another should be generally applicable. It is a "tactic", but one that's not interesting. 3) Finite time. If you don't succeed within a certain time frame (represented by checks you make), you can't succeed or at least don't get the best results. This can even counter the "everyone uses aid another" trick. If you have only X "rounds" in each which every character can attempt one skill check, and you need 2X successes, some players have to take risks. Maybe the time limit is not strict in the sense you fail big time. But if you don't manage in time, you lose an advantage. (For example, if you don't chase after the criminal fast enough, he will find some additional allies to aid him. If you fail entirely, he also sets up an ambush for you and/or destroys evidence.) 4) Different skills change the nature of your success. If you use Diplomacy, you might get an ally. If you use Intimidate, you lose an ally but gain a reputation. If you use Arcana, you gather some Residuum, if you use Religion, you recover a healing surge or divine power. The minimum result should always be a different narrative, but it should also provide some "tangible" effects - be it represented by mechanics or by story awards. Even if there is still a straight route to success - just use Diplomacy over and over, knowing that a different route might change the outcome can be enough to make things interesting. The biggest trick might be coming up with restrictions and special benefits (especially ones that feel appropriate). It's not something the framework can give you, just like the encounter design rules can't tell you whether you should use Goblins or Kobolds in your adventure. [/QUOTE]
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