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General Tabletop Discussion
*Dungeons & Dragons
Skill challenges: action resolution that centres the fiction
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<blockquote data-quote="bert1001 fka bert1000" data-source="post: 8728637" data-attributes="member: 7029588"><p>No, but it's nice to have a mechanical incentive to participate as well even if it makes more sense narratively to use a skill you are not good at.</p><p></p><p>Stalker0's alternative skill challenges did this. They recalulated values around "number of successes in 3 rounds of rolls" where everyone makes a roll each round and you are mostly expected to use a skill related to the type of challenge -- social, physical, intellectual.</p><p></p><p>So once in a while the low charisma Fighter can figure out a way to use his high skill Athetics when trying to convince the Duke to let them into his ancentral hunting ground but mostly the Fighter has to use his low value social skills. But it is mechanically better to try to contribute than not because success is judged on total number of successes. So yes his +0 Diplomancy roll with DC of 16 only has a 25% of succeeding but that is better than 0% so go for it. You are mechnically helping the team by trying. </p><p></p><p>It's a good system that mechanically incentivizes everyone to participate and also let's the DM veto the most outlandlish high skill fishing. (becuase the success DCs took into account that everyone would not be using their highest skills every round)</p><p></p><p>When I ran it, I would allow 1 use per encounter of "outside" skills per party and it had to be a creative use that wouldn't make the table groan. So, yes you could use Diplomacy to say something clever to a crowd during a chase skill challenge so that they crowd panicked and created a difficult enviroment for the person chasing you. But that's the 1 use of Diplomacy in this Challenge.</p></blockquote><p></p>
[QUOTE="bert1001 fka bert1000, post: 8728637, member: 7029588"] No, but it's nice to have a mechanical incentive to participate as well even if it makes more sense narratively to use a skill you are not good at. Stalker0's alternative skill challenges did this. They recalulated values around "number of successes in 3 rounds of rolls" where everyone makes a roll each round and you are mostly expected to use a skill related to the type of challenge -- social, physical, intellectual. So once in a while the low charisma Fighter can figure out a way to use his high skill Athetics when trying to convince the Duke to let them into his ancentral hunting ground but mostly the Fighter has to use his low value social skills. But it is mechanically better to try to contribute than not because success is judged on total number of successes. So yes his +0 Diplomancy roll with DC of 16 only has a 25% of succeeding but that is better than 0% so go for it. You are mechnically helping the team by trying. It's a good system that mechanically incentivizes everyone to participate and also let's the DM veto the most outlandlish high skill fishing. (becuase the success DCs took into account that everyone would not be using their highest skills every round) When I ran it, I would allow 1 use per encounter of "outside" skills per party and it had to be a creative use that wouldn't make the table groan. So, yes you could use Diplomacy to say something clever to a crowd during a chase skill challenge so that they crowd panicked and created a difficult enviroment for the person chasing you. But that's the 1 use of Diplomacy in this Challenge. [/QUOTE]
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