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General Tabletop Discussion
*TTRPGs General
Skill challenge design -- still wonky
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<blockquote data-quote="bert1000" data-source="post: 4581019" data-attributes="member: 29013"><p>Why should the combat provide more rewards? The above scenerio would be:</p><p> </p><p>Players: We head to the castle to save the princess</p><p>DM: You arrive at the entrance and there are 4 guards outside.</p><p>Players choice A: We charge and attack! [Combat encounter, followed by 8 other combat encounters]</p><p>or</p><p>Players choice B: We sneak around the side and try to scale the north tower and enter in the window. [DM decides this is a good opportunity for a skill challenge]</p><p> </p><p>A: straightforward "dungeon crawl" with xp awarded for the 9 combats. End result if successful, princess is saved</p><p>B: I could see several skill challenges linked together to get to the princess, a combat outside and in the room the princess is found, followed by another skill challenge to escape undetected. End result if successful, princess is saved</p><p> </p><p>In my opinion A and B should result in the same XP.</p><p> </p><p>But this is not really the P1 scenerio. The P1 scenerio is:</p><p> </p><p>Players: We want to find our way through the swamp to locate the evil lair</p><p>DM: Ok, we'll resolve your success or failure with a skill challenge.</p><p>Success: Great, you find the evil lair! 1000xp</p><p>Failure: Easy combat. 3000xp, 1500gp. You find the evil lair!</p><p> </p><p>Hmm. All this is leading me to stick to plot xp awards only. That would take care of the "game" reward element.</p></blockquote><p></p>
[QUOTE="bert1000, post: 4581019, member: 29013"] Why should the combat provide more rewards? The above scenerio would be: Players: We head to the castle to save the princess DM: You arrive at the entrance and there are 4 guards outside. Players choice A: We charge and attack! [Combat encounter, followed by 8 other combat encounters] or Players choice B: We sneak around the side and try to scale the north tower and enter in the window. [DM decides this is a good opportunity for a skill challenge] A: straightforward "dungeon crawl" with xp awarded for the 9 combats. End result if successful, princess is saved B: I could see several skill challenges linked together to get to the princess, a combat outside and in the room the princess is found, followed by another skill challenge to escape undetected. End result if successful, princess is saved In my opinion A and B should result in the same XP. But this is not really the P1 scenerio. The P1 scenerio is: Players: We want to find our way through the swamp to locate the evil lair DM: Ok, we'll resolve your success or failure with a skill challenge. Success: Great, you find the evil lair! 1000xp Failure: Easy combat. 3000xp, 1500gp. You find the evil lair! Hmm. All this is leading me to stick to plot xp awards only. That would take care of the "game" reward element. [/QUOTE]
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Skill challenge design -- still wonky
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