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General Tabletop Discussion
*Pathfinder & Starfinder
Skill Challenge to (temporarily) replace Combat
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<blockquote data-quote="DEFCON 1" data-source="post: 5408384" data-attributes="member: 7006"><p>I would counter this statement in that I don't think it actually is easy to take these guards out, because although they are minions, you still have to roll to hit. And if you miss once... which is quite likely given the fact that there are probably six to ten individual minion guards spread out around the camp, which means six to ten separate combat rolls... that one guard who isn't one-shotted from behind is now suddenly in combat and is able to break out the alarm.</p><p></p><p>At least if you produce a failure during the skill challenge... the description of the failure isn't automatically that you jumped the guard and he defended himself and he now knows you are there (so he's now free to shout for help). You can find any other number of explanations for what occurred on that failed skill attempt that doesn't necessarily tip the guards off that you are coming (since the assumption in the skill challenge is you need to roll the 3 failures and actually fail the challenge to alert the guards to your presence.)</p><p></p><p>In the end it really comes down to what percentage chance the DM wants these extra guards to be a part of any combat encounter. Speaking personally... I see the reason for using these guards in this fashion is to be more like a trap or puzzle encounter for the party to have to get around, rather than a combat encounter to fight. And since I'd prefer them to not be combat encounters unless the party <em>really</em> screws things up... I wouldn't want to use combat to solve it. </p><p></p><p>You think of the encounter differently obviously, and that's cool. But it's good that we both can throw up the options and let the readers decide what would work best for them.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 5408384, member: 7006"] I would counter this statement in that I don't think it actually is easy to take these guards out, because although they are minions, you still have to roll to hit. And if you miss once... which is quite likely given the fact that there are probably six to ten individual minion guards spread out around the camp, which means six to ten separate combat rolls... that one guard who isn't one-shotted from behind is now suddenly in combat and is able to break out the alarm. At least if you produce a failure during the skill challenge... the description of the failure isn't automatically that you jumped the guard and he defended himself and he now knows you are there (so he's now free to shout for help). You can find any other number of explanations for what occurred on that failed skill attempt that doesn't necessarily tip the guards off that you are coming (since the assumption in the skill challenge is you need to roll the 3 failures and actually fail the challenge to alert the guards to your presence.) In the end it really comes down to what percentage chance the DM wants these extra guards to be a part of any combat encounter. Speaking personally... I see the reason for using these guards in this fashion is to be more like a trap or puzzle encounter for the party to have to get around, rather than a combat encounter to fight. And since I'd prefer them to not be combat encounters unless the party [I]really[/I] screws things up... I wouldn't want to use combat to solve it. You think of the encounter differently obviously, and that's cool. But it's good that we both can throw up the options and let the readers decide what would work best for them. [/QUOTE]
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*Pathfinder & Starfinder
Skill Challenge to (temporarily) replace Combat
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