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Skill Challenge Ideas
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<blockquote data-quote="ThirdWizard" data-source="post: 5542718" data-attributes="member: 12037"><p>I wrote a little about Skill Challenges <a href="http://www.enworld.org/forum/blogs/thirdwizard/5559-skill-challenge-strange-device.html" target="_blank">here</a>. </p><p></p><p>Here are a few tips that I think can make Skill Challenges more fun, even if it doesn't follow the "official" guidelines:</p><p></p><p>- Challenges should be dynamic. </p><p></p><p>One round isn't necessarily the same situation as the last round. The more the situation changes, the more interesting the encounter to the players. The more the players can <em>affect</em> the way the challenge changes, the more involved they will be. You can make a flowchart of events as they unfold, based on success/failure, and use that instead of static numbers. Or you can create an unraveling tapestry of events where the PCs have to constantly keep up with everything going on around them.</p><p></p><p>- Get everyone involved!</p><p></p><p>I see a far too common critique of Skill Challenges that the person with the highest skill is the one who makes the rolls. Shake it up. Everyone has to participate, regardless of their ability. In combat, one person standing out makes no sense, and this should reflect in challenges as well. I think this is a product of the success/failure model, which should be tossed away. That leads us to my last point.</p><p></p><p>- Binary outcomes are boring.</p><p></p><p>There should be a variety of end points. A flowchart, for example, might have different results based on which skills they succeeded on and which they failed on. A negotiation might end with the compromises being made, for example. I usually give a skill challenge a set number of discrete points. These could be rounds, nodes on a flowchart, or whatever. Once its over, I count successes (not failures!) and determine just how well the PCs accomplished the task before them. This way, more participation means better results.</p><p></p><p></p><p>That's just a few of my thoughts on Skill Challenges. I'd love to write up a whole thread on them, maybe with new mechanics. My players often love the skill challenges as much if not more than the combats.</p></blockquote><p></p>
[QUOTE="ThirdWizard, post: 5542718, member: 12037"] I wrote a little about Skill Challenges [url=http://www.enworld.org/forum/blogs/thirdwizard/5559-skill-challenge-strange-device.html]here[/url]. Here are a few tips that I think can make Skill Challenges more fun, even if it doesn't follow the "official" guidelines: - Challenges should be dynamic. One round isn't necessarily the same situation as the last round. The more the situation changes, the more interesting the encounter to the players. The more the players can [i]affect[/i] the way the challenge changes, the more involved they will be. You can make a flowchart of events as they unfold, based on success/failure, and use that instead of static numbers. Or you can create an unraveling tapestry of events where the PCs have to constantly keep up with everything going on around them. - Get everyone involved! I see a far too common critique of Skill Challenges that the person with the highest skill is the one who makes the rolls. Shake it up. Everyone has to participate, regardless of their ability. In combat, one person standing out makes no sense, and this should reflect in challenges as well. I think this is a product of the success/failure model, which should be tossed away. That leads us to my last point. - Binary outcomes are boring. There should be a variety of end points. A flowchart, for example, might have different results based on which skills they succeeded on and which they failed on. A negotiation might end with the compromises being made, for example. I usually give a skill challenge a set number of discrete points. These could be rounds, nodes on a flowchart, or whatever. Once its over, I count successes (not failures!) and determine just how well the PCs accomplished the task before them. This way, more participation means better results. That's just a few of my thoughts on Skill Challenges. I'd love to write up a whole thread on them, maybe with new mechanics. My players often love the skill challenges as much if not more than the combats. [/QUOTE]
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