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<blockquote data-quote="Quickleaf" data-source="post: 6185892" data-attributes="member: 20323"><p>Cheers! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> I tried to post one that embodied more of an archetype rather than something overly specific to my game, at least to start with.</p><p></p><p></p><p>3 rounds means the PCs have 3 rounds to resolve the situation, or else something bad happens; caveat: they should be aware of this time limit, and depending on the challenge, a 'round' might be 'several seconds', 'an hour', or even 'a day'. If its incorporated into combat I use initiative, otherwise I just let people take turns organically, intervening only to encourage quiet players to contribute. Because there is a deadline, players feel an urgency to contribute (whereas in RAW skill challenges, players might complain that they are penalized for contributing to challenges where their trained skills aren't useful...since failures accumulate).</p><p></p><p></p><p>Sure that's one example. Another is the cave-in hazard attack on a failed check.</p><p></p><p>The main idea behind the 3-round/Obsidian skill challenge system is that the Defeat condition for the skill challenge is not "the party failed 3 checks", but rather "the party did not reach X successes in 3 rounds." The Success condition remains unchanged.</p><p></p><p>However, something like [MENTION=1210]the Jester[/MENTION]'s negotiations with an earth weird prophet would not be a good match for this alternate system, because there is no urgency in how the scene is framed. So it's not a one-size-fits-all kind of deal.</p><p></p><p>Actually, that's my criticism of the skill challenge system; after playing with it a while it feels embryonic. Yes, I *can* do a chase, or a siege, or a negotiation with a SC, but can I do it satisfactorily? Do the players feel there are enough meaningful choices and strategies they can pursue? IME many (but not all) SCs need significant original work by the DM to make them work *well* for a specific scenario.</p><p></p><p>For an example of that with an <strong>investigation skill challenge based on the GUMSHOE rules</strong> specific to my campaign, check out: <a href="http://www.enworld.org/forum/showthread.php?337042-Hacking-GUMSHOE-for-a-skill-challenge/page3&p=6136483&viewfull=1#post6136483" target="_blank">http://www.enworld.org/forum/showthread.php?337042-Hacking-GUMSHOE-for-a-skill-challenge/page3&p=6136483&viewfull=1#post6136483</a></p></blockquote><p></p>
[QUOTE="Quickleaf, post: 6185892, member: 20323"] Cheers! :) I tried to post one that embodied more of an archetype rather than something overly specific to my game, at least to start with. 3 rounds means the PCs have 3 rounds to resolve the situation, or else something bad happens; caveat: they should be aware of this time limit, and depending on the challenge, a 'round' might be 'several seconds', 'an hour', or even 'a day'. If its incorporated into combat I use initiative, otherwise I just let people take turns organically, intervening only to encourage quiet players to contribute. Because there is a deadline, players feel an urgency to contribute (whereas in RAW skill challenges, players might complain that they are penalized for contributing to challenges where their trained skills aren't useful...since failures accumulate). Sure that's one example. Another is the cave-in hazard attack on a failed check. The main idea behind the 3-round/Obsidian skill challenge system is that the Defeat condition for the skill challenge is not "the party failed 3 checks", but rather "the party did not reach X successes in 3 rounds." The Success condition remains unchanged. However, something like [MENTION=1210]the Jester[/MENTION]'s negotiations with an earth weird prophet would not be a good match for this alternate system, because there is no urgency in how the scene is framed. So it's not a one-size-fits-all kind of deal. Actually, that's my criticism of the skill challenge system; after playing with it a while it feels embryonic. Yes, I *can* do a chase, or a siege, or a negotiation with a SC, but can I do it satisfactorily? Do the players feel there are enough meaningful choices and strategies they can pursue? IME many (but not all) SCs need significant original work by the DM to make them work *well* for a specific scenario. For an example of that with an [b]investigation skill challenge based on the GUMSHOE rules[/b] specific to my campaign, check out: [url]http://www.enworld.org/forum/showthread.php?337042-Hacking-GUMSHOE-for-a-skill-challenge/page3&p=6136483&viewfull=1#post6136483[/url] [/QUOTE]
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