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Skill challenges and tactical choice
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<blockquote data-quote="hcm" data-source="post: 4256669" data-attributes="member: 61250"><p>No, that is not in the DMG. You can aid someone, but there is no risk involved (as in my alternative 1), as failure to aid does not count towards the number of losses (I'm sorry if that isn't clear in my initial post, but all three of my options should count towards the total successes/failures in the challenge).</p><p></p><p>I don't see at all how there is any true tactical choice in the DMG. From the player's perspective, all you do is tell the DM you wanna try a skill. Then you roll and see what happens. This is the equivalent of saying 'I attack with my <weapon>. Do I hit?' until either your HP or the opponent's HP is down to 0. And I think most people who choose DnD agree that such fights are very boring. If they're like me, they choose DnD precisely to get away from games that remove player choice in order to increase simplicity.</p><p></p><p>The aiding mechanism you're referring to is a no brainer. Of course everyone should try to aid the lead climber. There is no actual choice. It might become an actual choice if something else is going on in the encounter, so you choose whether to help or to, for instance, fight the dire bear that's attacking from below the climbers. This is indeed suggested in the DMG. But the skill challenge mechanism in itself, as written, is lacking what I'm looking for in this thread.</p></blockquote><p></p>
[QUOTE="hcm, post: 4256669, member: 61250"] No, that is not in the DMG. You can aid someone, but there is no risk involved (as in my alternative 1), as failure to aid does not count towards the number of losses (I'm sorry if that isn't clear in my initial post, but all three of my options should count towards the total successes/failures in the challenge). I don't see at all how there is any true tactical choice in the DMG. From the player's perspective, all you do is tell the DM you wanna try a skill. Then you roll and see what happens. This is the equivalent of saying 'I attack with my <weapon>. Do I hit?' until either your HP or the opponent's HP is down to 0. And I think most people who choose DnD agree that such fights are very boring. If they're like me, they choose DnD precisely to get away from games that remove player choice in order to increase simplicity. The aiding mechanism you're referring to is a no brainer. Of course everyone should try to aid the lead climber. There is no actual choice. It might become an actual choice if something else is going on in the encounter, so you choose whether to help or to, for instance, fight the dire bear that's attacking from below the climbers. This is indeed suggested in the DMG. But the skill challenge mechanism in itself, as written, is lacking what I'm looking for in this thread. [/QUOTE]
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