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General Tabletop Discussion
*Dungeons & Dragons
Skill challenges: action resolution that centres the fiction
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<blockquote data-quote="DND_Reborn" data-source="post: 8729112" data-attributes="member: 6987520"><p>Thanks [USER=7020832]@FrozenNorth[/USER] for a more concrete example!</p><p></p><p></p><p></p><p>Ok, everything you describe here basically isn't any different from how most non-combat encounters are run IME, the only difference is this appears "pre-structured" before-hand as where my encounters I do it on the fly.</p><p></p><p>I'll repeat the same scenario as I would run it:</p><p></p><p>1. Arcana check about the runes is logical enough. The failure you outline is a version of "success at a cost" IMO.</p><p></p><p>2. DEX check to draw the circle. Again, that would be the next step, applying any proficiency that is appropriate to a steady hand, including cartography and even Sleight of Hand, in addition to those you outlined. Failure is again "success at a cost". Perhaps that failure means the marid is not confined to the circle and might choose to attack if the later actions make it angry?</p><p></p><p>3. I would also have an Arcana check before-hand to see what (if anything) the PCs know about marids.</p><p></p><p>4. DEX (Arcana) or a spellcasting ability check to perform the summons. Failure might take the PCs to the marid, instead. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>5. Once the marid is summoned, then Insight to gauge its reaction to being summoned. This could easily help the PCs determine if flattery, intimidation, or whatever might be the best approach. Failure would mean they will probably try the wrong approach.</p><p></p><p>And so forth...</p><p></p><p>Ultimately, this wouldn't be counting successes or failures, but how each approach/result changes the encounter's dynamics. Also, some of the "checks" wouldn't even be required if the players handle it themselves (such as judging the marid's reaction according to how I portray it).</p><p></p><p></p><p>IMO a DM should be asking every player what they are doing in the situation, because even a PC who isn't actively participating in a social encounter might (in the background) affect it.</p><p></p><p>Sometimes it is just a single PC ("face") doing the talking, but the others aren't just statues so should be telling me what they are doing. Another PC might just be "smiling reassuringly" or "staring with crossed arms" depending on if the face is trying to get help or intimidate, for example.</p><p></p><p>Anyway, I appreciate all of the information on it. Other than "structure" and "counting successes/failures" I don't really see how, narratively, this is very different from running any normal non-combat encounter.</p><p></p><p>FWIW, I do the same structure for exploration challenges (scouting, searching an area, etc.). Every one is doing <em>something</em>, even if not directly involved with the task at hand. And, as I said, sometimes what is going on in the background or elsewhere can move the story along just as much. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="DND_Reborn, post: 8729112, member: 6987520"] Thanks [USER=7020832]@FrozenNorth[/USER] for a more concrete example! Ok, everything you describe here basically isn't any different from how most non-combat encounters are run IME, the only difference is this appears "pre-structured" before-hand as where my encounters I do it on the fly. I'll repeat the same scenario as I would run it: 1. Arcana check about the runes is logical enough. The failure you outline is a version of "success at a cost" IMO. 2. DEX check to draw the circle. Again, that would be the next step, applying any proficiency that is appropriate to a steady hand, including cartography and even Sleight of Hand, in addition to those you outlined. Failure is again "success at a cost". Perhaps that failure means the marid is not confined to the circle and might choose to attack if the later actions make it angry? 3. I would also have an Arcana check before-hand to see what (if anything) the PCs know about marids. 4. DEX (Arcana) or a spellcasting ability check to perform the summons. Failure might take the PCs to the marid, instead. ;) 5. Once the marid is summoned, then Insight to gauge its reaction to being summoned. This could easily help the PCs determine if flattery, intimidation, or whatever might be the best approach. Failure would mean they will probably try the wrong approach. And so forth... Ultimately, this wouldn't be counting successes or failures, but how each approach/result changes the encounter's dynamics. Also, some of the "checks" wouldn't even be required if the players handle it themselves (such as judging the marid's reaction according to how I portray it). IMO a DM should be asking every player what they are doing in the situation, because even a PC who isn't actively participating in a social encounter might (in the background) affect it. Sometimes it is just a single PC ("face") doing the talking, but the others aren't just statues so should be telling me what they are doing. Another PC might just be "smiling reassuringly" or "staring with crossed arms" depending on if the face is trying to get help or intimidate, for example. Anyway, I appreciate all of the information on it. Other than "structure" and "counting successes/failures" I don't really see how, narratively, this is very different from running any normal non-combat encounter. FWIW, I do the same structure for exploration challenges (scouting, searching an area, etc.). Every one is doing [I]something[/I], even if not directly involved with the task at hand. And, as I said, sometimes what is going on in the background or elsewhere can move the story along just as much. :) [/QUOTE]
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