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General Tabletop Discussion
*Pathfinder & Starfinder
Skill Challenge Play Examples?
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<blockquote data-quote="jcayer" data-source="post: 4885188" data-attributes="member: 76960"><p>We have recently, after almost a year, added skill challenges in. Like someone else said, battle after battle can get boring.</p><p></p><p>It hasn't been a total success or failure. A couple tips. The session before I put one in for the first time, I read a whole lot about it and informed the players there would be one(and asked them to research). I also put all the skills and their descriptions on a sheet for them so they had a good reference at the table. Finally, I gave them all the info once the challenge began. I told them how many success/failures, had them keep track of it, what skills were primary and secondary, and the respective DCs. The challenge ran well and there was interest in doing another. We now probably average 1 per session.</p><p></p><p>I agree about the number of success/failures. 6 successes is the most I would go at this point and that is stretching it. A couple of my players are having a difficult time figuring out how to use the skills I present(they are welcome to suggest others) and how to RP that. For them, I try to be more patient and allow others to help by making suggestions. I improvise my responses, since I have NO idea what these guys will come up with.</p><p></p><p>My biggest complaint is they tend to resolve too quickly for my liking. Combat takes an hour+, I would love to have these last longer than 10 minutes.</p><p></p><p>My most recent one was interesting, they were chasing one of the Big Bads. I hadn't decided if they should get to catch and kill him or not, so I managed to get him through a magically locked door. They had some of the components to unlock it, but not all, so I threw up the challenge. If they got the door open, they would continue pursuit and probably get to kill him. If not, he got away. It required 6 successes to unlock and open.</p><p></p><p>No player rolled less than a 17. Not a single failure. No tension whatsoever.</p><p></p><p>My biggest comment is to try them. We've probably done 6 or so in the past 5 sessions and we keep getting better. My players accept we are learning this and want to include it. You won't get better at it unless you play through them and learn.</p></blockquote><p></p>
[QUOTE="jcayer, post: 4885188, member: 76960"] We have recently, after almost a year, added skill challenges in. Like someone else said, battle after battle can get boring. It hasn't been a total success or failure. A couple tips. The session before I put one in for the first time, I read a whole lot about it and informed the players there would be one(and asked them to research). I also put all the skills and their descriptions on a sheet for them so they had a good reference at the table. Finally, I gave them all the info once the challenge began. I told them how many success/failures, had them keep track of it, what skills were primary and secondary, and the respective DCs. The challenge ran well and there was interest in doing another. We now probably average 1 per session. I agree about the number of success/failures. 6 successes is the most I would go at this point and that is stretching it. A couple of my players are having a difficult time figuring out how to use the skills I present(they are welcome to suggest others) and how to RP that. For them, I try to be more patient and allow others to help by making suggestions. I improvise my responses, since I have NO idea what these guys will come up with. My biggest complaint is they tend to resolve too quickly for my liking. Combat takes an hour+, I would love to have these last longer than 10 minutes. My most recent one was interesting, they were chasing one of the Big Bads. I hadn't decided if they should get to catch and kill him or not, so I managed to get him through a magically locked door. They had some of the components to unlock it, but not all, so I threw up the challenge. If they got the door open, they would continue pursuit and probably get to kill him. If not, he got away. It required 6 successes to unlock and open. No player rolled less than a 17. Not a single failure. No tension whatsoever. My biggest comment is to try them. We've probably done 6 or so in the past 5 sessions and we keep getting better. My players accept we are learning this and want to include it. You won't get better at it unless you play through them and learn. [/QUOTE]
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