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General Tabletop Discussion
*Dungeons & Dragons
Skill challenges: action resolution that centres the fiction
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<blockquote data-quote="EzekielRaiden" data-source="post: 8729037" data-attributes="member: 6790260"><p>If the concern is to avoid "players choose to disengage in order to avoid failing and thus causing problems," there are several approaches one can take to address this, ranging from stick to carrot.</p><ul> <li data-xf-list-type="ul">Every time a player refuses to participate, that is an automatic failure. This is nice and simple, but is going to feel very punitive.</li> <li data-xf-list-type="ul">Players may delay to the end of a "round" of actions to try to find a better opportunity for their skills, but they take a penalty for doing so (perhaps -1 for every turn they delay).</li> <li data-xf-list-type="ul">If a player wishes to delay, they can instead help someone else (as per the usual Aid Another rules), but any given approach only works once, and seriously bungled help can hinder instead.</li> <li data-xf-list-type="ul">A player can spend one round per SC "preparing" for their next roll. This grants +1 to that skill, but only if the player can justify how they've been gearing up to this effort.</li> <li data-xf-list-type="ul">Players can try to coordinate with one another, e.g. defer to let someone else apply a more-useful skill by proposing their own follow-up option, with DM approval. A good plan well-executed may result in bonuses for subsequent steps of the plan, even if they're not that character's "best" skills.</li> <li data-xf-list-type="ul">Players who are proactive with participating get a basic +2 to their roll.</li> </ul><p>Between these various things (which should not all be applied in most games, I would think), you should be able to find some happy medium where players are appropriately encouraged to participate in SCs.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 8729037, member: 6790260"] If the concern is to avoid "players choose to disengage in order to avoid failing and thus causing problems," there are several approaches one can take to address this, ranging from stick to carrot. [LIST] [*]Every time a player refuses to participate, that is an automatic failure. This is nice and simple, but is going to feel very punitive. [*]Players may delay to the end of a "round" of actions to try to find a better opportunity for their skills, but they take a penalty for doing so (perhaps -1 for every turn they delay). [*]If a player wishes to delay, they can instead help someone else (as per the usual Aid Another rules), but any given approach only works once, and seriously bungled help can hinder instead. [*]A player can spend one round per SC "preparing" for their next roll. This grants +1 to that skill, but only if the player can justify how they've been gearing up to this effort. [*]Players can try to coordinate with one another, e.g. defer to let someone else apply a more-useful skill by proposing their own follow-up option, with DM approval. A good plan well-executed may result in bonuses for subsequent steps of the plan, even if they're not that character's "best" skills. [*]Players who are proactive with participating get a basic +2 to their roll. [/LIST] Between these various things (which should not all be applied in most games, I would think), you should be able to find some happy medium where players are appropriately encouraged to participate in SCs. [/QUOTE]
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