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<blockquote data-quote="I'm A Banana" data-source="post: 5531117" data-attributes="member: 2067"><p>Here's my direct feedback:</p><p></p><p><u><strong>"Repeat this process"</strong></u></p><p></p><p>This is not a great amount of fun. There was an SC I played through in an official WotC adventure that was essentially a move-through-the-wilderness SC, but each success just brought us to a town, and it required a huge load of successes to be over, so it resulted pretty directly in grind. </p><p></p><p>Roll some dice -> Get to a town -> Roll some dice -> Get to a town -> Roll some dice -> Etc.</p><p></p><p>Every "round" of skill checks should probably accomplish something specific, rather than just being a repetitive process of rolling, rolling, rolling.</p><p></p><p><strong><u>"you should narrate each success...."</u></strong></p><p>Actually, I think the <em>adventure</em> should tell me directly what each success means. I don't know what "gathering clues that don't lead to conclusions" looks like in the adventure. If the adventure can't tell me what a clue that isn't a conclusion is in context, why does it expect me to? If I need 8 successes, the adventure should tell me directly what each success looks like. </p><p></p><p><strong><u>Primary Skills</u></strong></p><p></p><p>You've got a bit of a catch-22 with this situation. You want to make it so that every character can participate in some way, without making every character just automatically use their best skills. As it is set up now, my usual Monday party (who almost always dump Wisdom...I don't know why...and don't have any "thief" types that might use Streetwise) would be frustrated at having to roll for 3 phases without being able to approach the challenge from another direction. It's a bottleneck.</p><p></p><p><u><strong>Solutions</strong></u></p><p></p><p>You might benefit from busting it out of the formal rigor of a skill challenge. Instead, simply describe the threat:</p><p></p><p>"It's your job to make sure no dangerous people get through the security checkpoint. What do you do?"</p><p></p><p>And then give specific results, specific threats and specific actions for individual players:</p><p><strong>Scan the Crowd</strong>: Use Passive Insight. Passive insight of X detects one dock worker, if it's Y, you detect 2. 3 and 4 require specific checks, but Passive Insight of Z and Q will alert a character to making more checks.</p><p><strong>Ask Questions</strong>: Use Streetwise. A streetwise roll of Q detects 1 dock worker, +2 for each additional dockworker.</p><p><strong>Put Down the Rabble</strong>: If any dockers are detected, you've gotta eject 'em: roll an Athletics check to toss 'em out of the crowd! </p><p></p><p>Generally, these specificities fit into three broad categories: Knowledge/Stealth; Interaction/Diplomacy; Physical/Agility. Give each category something to do, and you'll hit most of the high notes.</p><p></p><p>You can still make it "6-8 skill checks/successes needed," but I as a player definitely need to know what each skill check actually means and what I am accomplishing with it. If I'm just rolling dice to fill the void in between plot points, that's not exactly entertaining for me.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 5531117, member: 2067"] Here's my direct feedback: [U][B]"Repeat this process"[/B][/U] This is not a great amount of fun. There was an SC I played through in an official WotC adventure that was essentially a move-through-the-wilderness SC, but each success just brought us to a town, and it required a huge load of successes to be over, so it resulted pretty directly in grind. Roll some dice -> Get to a town -> Roll some dice -> Get to a town -> Roll some dice -> Etc. Every "round" of skill checks should probably accomplish something specific, rather than just being a repetitive process of rolling, rolling, rolling. [B][U]"you should narrate each success...."[/U][/B] Actually, I think the [I]adventure[/I] should tell me directly what each success means. I don't know what "gathering clues that don't lead to conclusions" looks like in the adventure. If the adventure can't tell me what a clue that isn't a conclusion is in context, why does it expect me to? If I need 8 successes, the adventure should tell me directly what each success looks like. [B][U]Primary Skills[/U][/B] You've got a bit of a catch-22 with this situation. You want to make it so that every character can participate in some way, without making every character just automatically use their best skills. As it is set up now, my usual Monday party (who almost always dump Wisdom...I don't know why...and don't have any "thief" types that might use Streetwise) would be frustrated at having to roll for 3 phases without being able to approach the challenge from another direction. It's a bottleneck. [U][B]Solutions[/B][/U] You might benefit from busting it out of the formal rigor of a skill challenge. Instead, simply describe the threat: "It's your job to make sure no dangerous people get through the security checkpoint. What do you do?" And then give specific results, specific threats and specific actions for individual players: [B]Scan the Crowd[/B]: Use Passive Insight. Passive insight of X detects one dock worker, if it's Y, you detect 2. 3 and 4 require specific checks, but Passive Insight of Z and Q will alert a character to making more checks. [B]Ask Questions[/B]: Use Streetwise. A streetwise roll of Q detects 1 dock worker, +2 for each additional dockworker. [B]Put Down the Rabble[/B]: If any dockers are detected, you've gotta eject 'em: roll an Athletics check to toss 'em out of the crowd! Generally, these specificities fit into three broad categories: Knowledge/Stealth; Interaction/Diplomacy; Physical/Agility. Give each category something to do, and you'll hit most of the high notes. You can still make it "6-8 skill checks/successes needed," but I as a player definitely need to know what each skill check actually means and what I am accomplishing with it. If I'm just rolling dice to fill the void in between plot points, that's not exactly entertaining for me. [/QUOTE]
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