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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Skill challenges and tactical choice
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<blockquote data-quote="Harr" data-source="post: 4257017" data-attributes="member: 47190"><p>It's a pity we didn't get any really good sample challenges in the book. But the foundation is there. It sounds like a cop-out (and I guess it is from the point of view of someone trying to learn it from the DMG) but skill challenges are as good as you make them.</p><p></p><p>Like said above, the genius of it lies in how flexible they are. They never tell you, you HAVE to do it this way. If you wanna to make a challenge where only a few skills work in in a narrow constricted way, and some others auto fail, do that. If you want to make a challenge where any skill may or may not be applicable, depending on whether the player can convince you or not, you do that.</p><p></p><p>Similar with the amount of tactical choice, do you want players to consciously choose from easy medium or, hard, or do you want them to explore what's what on their own... do you want to give +2/-2 for success or failure, do you wanna give double success for a hard success, or double failure for an easy failure, and so on.</p><p></p><p>The crux of it is that the entire section is way too general and tentative to really communicate what's possible to the reader. I believe the designers might have deliberately written it that way and left it very open like that because they knew perfectly well that they don't yet have the experience or technique to take it farther, and would rather leave it open than constrict it in such a way that would fall flat (and that turns out to be a good decision, since most of the sample challenges are just so bland).</p><p></p><p>I'm sure this part of the game will see further exploration and refinement over the future DMG volumes. Right now it's clearly in its infancy.</p></blockquote><p></p>
[QUOTE="Harr, post: 4257017, member: 47190"] It's a pity we didn't get any really good sample challenges in the book. But the foundation is there. It sounds like a cop-out (and I guess it is from the point of view of someone trying to learn it from the DMG) but skill challenges are as good as you make them. Like said above, the genius of it lies in how flexible they are. They never tell you, you HAVE to do it this way. If you wanna to make a challenge where only a few skills work in in a narrow constricted way, and some others auto fail, do that. If you want to make a challenge where any skill may or may not be applicable, depending on whether the player can convince you or not, you do that. Similar with the amount of tactical choice, do you want players to consciously choose from easy medium or, hard, or do you want them to explore what's what on their own... do you want to give +2/-2 for success or failure, do you wanna give double success for a hard success, or double failure for an easy failure, and so on. The crux of it is that the entire section is way too general and tentative to really communicate what's possible to the reader. I believe the designers might have deliberately written it that way and left it very open like that because they knew perfectly well that they don't yet have the experience or technique to take it farther, and would rather leave it open than constrict it in such a way that would fall flat (and that turns out to be a good decision, since most of the sample challenges are just so bland). I'm sure this part of the game will see further exploration and refinement over the future DMG volumes. Right now it's clearly in its infancy. [/QUOTE]
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Skill challenges and tactical choice
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