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Skill Challenges: Bringing the Awesome
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<blockquote data-quote="Celebrim" data-source="post: 4161733" data-attributes="member: 4937"><p>There are two reasons why I'd never use the skill challenge described:</p><p></p><p>1) It requires an metagame announcement. To me, saying 'This is a skill challenge with general skill DC 18' or anything like that ruins the scene. It ought to be implicit that everything is a challenge if the players want it to be.</p><p>2) If the specific challenge is 'disarming the trap', then a skill challenge disarms the trap (as is shown from the example) even if the PC's take no action to do so until after they win the challenge. I've got no problems with taking specific actions to make other specific actions easier, but I do have a problem with specific actions replacing other unrelated specific actions. I likewise have a problem with a challenge failing before it fails, in as much as playing it this way could have resulted in 4 failures foredooming things before the players really did anything.</p><p></p><p>I'm just failing to see how the system part of this encounter made it better. Isn't it enough to discover the problem, come to understand the dangers, and then take action to remedy the problem without a tally system?</p></blockquote><p></p>
[QUOTE="Celebrim, post: 4161733, member: 4937"] There are two reasons why I'd never use the skill challenge described: 1) It requires an metagame announcement. To me, saying 'This is a skill challenge with general skill DC 18' or anything like that ruins the scene. It ought to be implicit that everything is a challenge if the players want it to be. 2) If the specific challenge is 'disarming the trap', then a skill challenge disarms the trap (as is shown from the example) even if the PC's take no action to do so until after they win the challenge. I've got no problems with taking specific actions to make other specific actions easier, but I do have a problem with specific actions replacing other unrelated specific actions. I likewise have a problem with a challenge failing before it fails, in as much as playing it this way could have resulted in 4 failures foredooming things before the players really did anything. I'm just failing to see how the system part of this encounter made it better. Isn't it enough to discover the problem, come to understand the dangers, and then take action to remedy the problem without a tally system? [/QUOTE]
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