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General Tabletop Discussion
*Dungeons & Dragons
Skill challenges: action resolution that centres the fiction
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<blockquote data-quote="FallenRX" data-source="post: 8734936" data-attributes="member: 7033472"><p>Because they are designed if a specific player input in mind to achieve these things divorced from the reality of the problem, and not really accounting for the variety of ways the players can actually handle the problem. (And also in the original they actively discourage that by increasing the DC for doing anything else). Like for example, you can present the collapsing tunnel as the challenge itself, but if the players just have a dimension door, and it takes them out in time whats the point? This is a very basic example of just one possible solution(a pretty shallow one to be fair), but when the players are engaging with the challenge in question and find reasonable solutions to problem, i think you should actually engage with the fiction of the solutions, not the fiction of the input of X amount. its so sad because Skill challenges are a bad framework for even the challenge you presented forward, you better off just making a set of obstacles on the way out of the challenge, and having the players come up with solutions to those obstacles than the totality of it all itself.</p><p></p><p>Thats why i say this is clearly rails, 4E skill challenges as presented has always had the issue of being basically a script to solve a puzzle, and not actually describing the problem and letting the players figure out solutions, its why that mechanic failed.</p><p></p><p>Actually the collapsing tunnel example frustrates me quite a bit, because its so obviously bad, like screw the skill challenge, describe the problems of getting out of the tunnel and let us engage with that, not your weird skill rolling minigame, its so weird like how does that actually work at a table and not be god awful.</p></blockquote><p></p>
[QUOTE="FallenRX, post: 8734936, member: 7033472"] Because they are designed if a specific player input in mind to achieve these things divorced from the reality of the problem, and not really accounting for the variety of ways the players can actually handle the problem. (And also in the original they actively discourage that by increasing the DC for doing anything else). Like for example, you can present the collapsing tunnel as the challenge itself, but if the players just have a dimension door, and it takes them out in time whats the point? This is a very basic example of just one possible solution(a pretty shallow one to be fair), but when the players are engaging with the challenge in question and find reasonable solutions to problem, i think you should actually engage with the fiction of the solutions, not the fiction of the input of X amount. its so sad because Skill challenges are a bad framework for even the challenge you presented forward, you better off just making a set of obstacles on the way out of the challenge, and having the players come up with solutions to those obstacles than the totality of it all itself. Thats why i say this is clearly rails, 4E skill challenges as presented has always had the issue of being basically a script to solve a puzzle, and not actually describing the problem and letting the players figure out solutions, its why that mechanic failed. Actually the collapsing tunnel example frustrates me quite a bit, because its so obviously bad, like screw the skill challenge, describe the problems of getting out of the tunnel and let us engage with that, not your weird skill rolling minigame, its so weird like how does that actually work at a table and not be god awful. [/QUOTE]
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Skill challenges: action resolution that centres the fiction
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