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General Tabletop Discussion
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Skill Challenge Overkill (mearls stuff)
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<blockquote data-quote="ExploderWizard" data-source="post: 4628288" data-attributes="member: 66434"><p>I think it depends on the nature of skill challenges and what they are used for. Depending on the challenge failure can be trivial or a TPK. Do the players approach a skill challenge with same degree of determination as combat? </p><p> </p><p>Does a total loss (wipe) in a combat encounter lead to an adventure roadblock? No matter what the answer, skill challenges should be given the same treatment. If the players figure out that no matter what happens in non-combat encounters will prevent the adventure from being completed then its no wonder that some players will not bother giving it thier best shot. It would be like saying that the adventure continues as usual after a combat encounter that kills the party. </p><p> </p><p>I agree that failure can be a great deal of fun in combat or out. The win vs interesting thing is applies to all encounter types IMHO. From the perspective of the character the goal is to succeed, and from the player the goal is to have fun doing interesting things. The best game mechanics don't try and put these goals at odds with one another.</p></blockquote><p></p>
[QUOTE="ExploderWizard, post: 4628288, member: 66434"] I think it depends on the nature of skill challenges and what they are used for. Depending on the challenge failure can be trivial or a TPK. Do the players approach a skill challenge with same degree of determination as combat? Does a total loss (wipe) in a combat encounter lead to an adventure roadblock? No matter what the answer, skill challenges should be given the same treatment. If the players figure out that no matter what happens in non-combat encounters will prevent the adventure from being completed then its no wonder that some players will not bother giving it thier best shot. It would be like saying that the adventure continues as usual after a combat encounter that kills the party. I agree that failure can be a great deal of fun in combat or out. The win vs interesting thing is applies to all encounter types IMHO. From the perspective of the character the goal is to succeed, and from the player the goal is to have fun doing interesting things. The best game mechanics don't try and put these goals at odds with one another. [/QUOTE]
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