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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Skill Challenge Play Examples?
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 4886160" data-attributes="member: 710"><p>There are a thread from Sagiro and Rel in the General RPG Discussion forum on the campaigns they are in (Sagiro plays "under" Piratecat) or run (Rel). They also contain a few ideas for skill challenges, and I think they are the closest to play examples you can get.</p><p></p><p>I notice that Piratecat seems to have found that "open" challenges work well - meaning that he declares the relevant skills and what they do.</p><p></p><p>In the podcast on skill challenges, the designers suggest that long challenges might not be such a great idea and you should try to split a longer challenges in multiple smaller challenges. This gives you a better ability to describe what is going on. (And they also note: Don't hesitate to break the DC guidelines. They are a starting point, designed to work even if no one is trained in the skills. If that leads to unsatisfying results, use something else. You know your players and their skills best.)</p><p></p><p>I suppose a skill challenges works best if you can actually describe what an individual skill check represents and how success advances the progress and failure causes setbacks. </p><p>For the challenge as a whole, defining the goals of the challenge and the possible outcomes might also be important.</p><p></p><p>I prefer the "round-by-round" method of skill challenges - each round, all PCs _have_ to make some kind of check. I am not fan of using aid another for that, but I haven't found good alternatives. There are challenges where this is all that makes sense for the other PCs to do (if at all). To make the aid-another a little harder, don't use DC 10, but a DC indicated for the challenge (probably a low DC). Except at lowest level, this will make things harder, but not impossibly so. And you might also want to introduce a variation of penalty/success (+2 / -2 to check).</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 4886160, member: 710"] There are a thread from Sagiro and Rel in the General RPG Discussion forum on the campaigns they are in (Sagiro plays "under" Piratecat) or run (Rel). They also contain a few ideas for skill challenges, and I think they are the closest to play examples you can get. I notice that Piratecat seems to have found that "open" challenges work well - meaning that he declares the relevant skills and what they do. In the podcast on skill challenges, the designers suggest that long challenges might not be such a great idea and you should try to split a longer challenges in multiple smaller challenges. This gives you a better ability to describe what is going on. (And they also note: Don't hesitate to break the DC guidelines. They are a starting point, designed to work even if no one is trained in the skills. If that leads to unsatisfying results, use something else. You know your players and their skills best.) I suppose a skill challenges works best if you can actually describe what an individual skill check represents and how success advances the progress and failure causes setbacks. For the challenge as a whole, defining the goals of the challenge and the possible outcomes might also be important. I prefer the "round-by-round" method of skill challenges - each round, all PCs _have_ to make some kind of check. I am not fan of using aid another for that, but I haven't found good alternatives. There are challenges where this is all that makes sense for the other PCs to do (if at all). To make the aid-another a little harder, don't use DC 10, but a DC indicated for the challenge (probably a low DC). Except at lowest level, this will make things harder, but not impossibly so. And you might also want to introduce a variation of penalty/success (+2 / -2 to check). [/QUOTE]
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