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General Tabletop Discussion
*Pathfinder & Starfinder
Skill Challenge Play Examples?
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<blockquote data-quote="Quickleaf" data-source="post: 4891446" data-attributes="member: 20323"><p>Great thread, thanks for starting it kaomera.</p><p></p><p>I just ran a skill challenge (my first one) using Stalker0's rules and it worked out great - I plan on running many more!</p><p></p><p>It was for a murder investigation the PCs conducted in the opening scene and I wrote 2 pages notes in advance (it was my first time DMing 4e so I overprepared). I' based the design off the skill challenge in Khyber's Harvest.</p><p></p><p>I set up the scene and began it with the PCs in the Lower Quays. However I never said they were in a skill challenge, instead just letting the story evolve naturally. Began with player to my right and went around the table letting everyone decide what they would do. I allowed a Perception check to learn information listed under Insight, Thievery to palm a piece of evidence, and a bard's encounter power bolstered a Diplomacy check to win over some dockworkers. I also improvised something on the spot as they investigated the dockworkers who looted the corpse, where the dockworkers had also stolen from each other (to explain the bard's failure on Diplomacy...opening up the rogue's Thievery). When even the Thievery attempt failed, the invoker burned a daily for an automatic success.</p><p></p><p>However, I noticed by the middle of the third round (skill challenges are divided into 3 rounds in Stalker0's rules) that the players were losing interest and getting ancy at 10 successes. Two players said they wanted to pass on their turns, so I let them and gave them an extra success for good measure. 11 successes gave them a partial success.</p><p></p><p></p><p>Agreed. I handed out treasure cards as different clues were gathered or dropped little hints/foreshadowing at each success.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 4891446, member: 20323"] Great thread, thanks for starting it kaomera. I just ran a skill challenge (my first one) using Stalker0's rules and it worked out great - I plan on running many more! It was for a murder investigation the PCs conducted in the opening scene and I wrote 2 pages notes in advance (it was my first time DMing 4e so I overprepared). I' based the design off the skill challenge in Khyber's Harvest. I set up the scene and began it with the PCs in the Lower Quays. However I never said they were in a skill challenge, instead just letting the story evolve naturally. Began with player to my right and went around the table letting everyone decide what they would do. I allowed a Perception check to learn information listed under Insight, Thievery to palm a piece of evidence, and a bard's encounter power bolstered a Diplomacy check to win over some dockworkers. I also improvised something on the spot as they investigated the dockworkers who looted the corpse, where the dockworkers had also stolen from each other (to explain the bard's failure on Diplomacy...opening up the rogue's Thievery). When even the Thievery attempt failed, the invoker burned a daily for an automatic success. However, I noticed by the middle of the third round (skill challenges are divided into 3 rounds in Stalker0's rules) that the players were losing interest and getting ancy at 10 successes. Two players said they wanted to pass on their turns, so I let them and gave them an extra success for good measure. 11 successes gave them a partial success. Agreed. I handed out treasure cards as different clues were gathered or dropped little hints/foreshadowing at each success. [/QUOTE]
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