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Skill challenges: action resolution that centres the fiction
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<blockquote data-quote="bert1001 fka bert1000" data-source="post: 8756534" data-attributes="member: 7029588"><p>I also use both original and Stalker0 SC in both 4e, 5e, TOR, and other systems.</p><p></p><p>To me, the most important part is structure as well because it's a non combat <em>resolution </em>mechanic. It gives you a way to non artibtrarily or non DM intuition based decide how much weight to put on a single action/roll and when to stop. Whether the structure is X before Y or X in 3 rounds or whatever is not as important and better if you have good math options for multiple types.</p><p></p><p>However, probabilities are important as well because it allows you to match resolution with narrative which is very hard to do on the fly over multiple rolls. </p><p></p><p>Agree with all the advice on fiction driving the scene and dynamic responses to the actions as ways to open up new possibilties to engage.</p><p></p><p>I'm in between on usage and transparency. I use SC often but not always. And I do both revealed and background, but revealed is preferrable because then the stakes have been agreed upon.</p><p></p><p>Another issue is the stakes -- I feel like SC are much more valuable when there are clear narrative stakes and not essentially mechanical or fake narrative stakes.</p><p></p><p>Losing healing surges when it won't really matter or more combat or delay to location when that delay doesn't really mean much are not great stakes.</p><p></p><p>Star Wars Saga had the best official example -- the PCs were breaking out of a prison with fellow prisoners and each failure indicated that 1/2 of the red shirts were captured. Great narrative stakes if the PCs got to know their fellow prisoners and chance to have a former prisoner show up as a villian later seeking revenge.</p><p></p><p>Travel Skill challenge to get to village PCs care about quickly enough before Orc tribe sacks the town. If they fail, the orc tribe actually sacks the town -- people they know are killed and some dragged off. NOT arrive a little late and loose a healing surge and fight an extra winable battle or something not so meaningful. </p><p></p><p>It doesn't always have to be this big but even if smaller stakes having it be true narrative stakes/consequences is always better.</p><p></p><p>A big part of good SC is stake setting and the players knowing those stakes so I veer toward transparency mostly.</p></blockquote><p></p>
[QUOTE="bert1001 fka bert1000, post: 8756534, member: 7029588"] I also use both original and Stalker0 SC in both 4e, 5e, TOR, and other systems. To me, the most important part is structure as well because it's a non combat [I]resolution [/I]mechanic. It gives you a way to non artibtrarily or non DM intuition based decide how much weight to put on a single action/roll and when to stop. Whether the structure is X before Y or X in 3 rounds or whatever is not as important and better if you have good math options for multiple types. However, probabilities are important as well because it allows you to match resolution with narrative which is very hard to do on the fly over multiple rolls. Agree with all the advice on fiction driving the scene and dynamic responses to the actions as ways to open up new possibilties to engage. I'm in between on usage and transparency. I use SC often but not always. And I do both revealed and background, but revealed is preferrable because then the stakes have been agreed upon. Another issue is the stakes -- I feel like SC are much more valuable when there are clear narrative stakes and not essentially mechanical or fake narrative stakes. Losing healing surges when it won't really matter or more combat or delay to location when that delay doesn't really mean much are not great stakes. Star Wars Saga had the best official example -- the PCs were breaking out of a prison with fellow prisoners and each failure indicated that 1/2 of the red shirts were captured. Great narrative stakes if the PCs got to know their fellow prisoners and chance to have a former prisoner show up as a villian later seeking revenge. Travel Skill challenge to get to village PCs care about quickly enough before Orc tribe sacks the town. If they fail, the orc tribe actually sacks the town -- people they know are killed and some dragged off. NOT arrive a little late and loose a healing surge and fight an extra winable battle or something not so meaningful. It doesn't always have to be this big but even if smaller stakes having it be true narrative stakes/consequences is always better. A big part of good SC is stake setting and the players knowing those stakes so I veer toward transparency mostly. [/QUOTE]
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