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*Pathfinder & Starfinder
Skill challenges and tactical choice
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<blockquote data-quote="hcm" data-source="post: 4256312" data-attributes="member: 61250"><p>I'm a bit disappointed with the skill challenges. Where is the challenge? As far as I can tell, all you do is roll your dice (multiple times) and see if you succeed. Where is my tactical choice?</p><p></p><p>I *can* see a challenge in coming up with a way to use a skill I'm good at. And I can see a certain challenge in guessing what skills the DM has chosen to work and not to work. And yes, the current system does give some structure to a narrative. But that's not enough, imo. I want tactical choice. That's why I play DnD and not some other game.</p><p></p><p>I was expecting some kind of system where there was a tactical choice for the players between different kinds of approaches. I wanted, for instance, a choice betweeen (1) "the slow but safe way", (2) "the fast but dangerous way" and (3) "the standard way". </p><p></p><p>(1) Low DC, but a win gives only a +2 bonus for the next roll.</p><p>(2) High DC, win gives two successes.</p><p>(3) Normal DC.</p><p></p><p>I have no idea if the example is any good -- I haven't tried it. But *something* like that would have given the players a meaningful, tactical choice.</p><p></p><p>Does anyone have any suggestions for a good house rule along the lines of this reasoning?</p></blockquote><p></p>
[QUOTE="hcm, post: 4256312, member: 61250"] I'm a bit disappointed with the skill challenges. Where is the challenge? As far as I can tell, all you do is roll your dice (multiple times) and see if you succeed. Where is my tactical choice? I *can* see a challenge in coming up with a way to use a skill I'm good at. And I can see a certain challenge in guessing what skills the DM has chosen to work and not to work. And yes, the current system does give some structure to a narrative. But that's not enough, imo. I want tactical choice. That's why I play DnD and not some other game. I was expecting some kind of system where there was a tactical choice for the players between different kinds of approaches. I wanted, for instance, a choice betweeen (1) "the slow but safe way", (2) "the fast but dangerous way" and (3) "the standard way". (1) Low DC, but a win gives only a +2 bonus for the next roll. (2) High DC, win gives two successes. (3) Normal DC. I have no idea if the example is any good -- I haven't tried it. But *something* like that would have given the players a meaningful, tactical choice. Does anyone have any suggestions for a good house rule along the lines of this reasoning? [/QUOTE]
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Skill challenges and tactical choice
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