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Skill Challenges: Bringing the Awesome
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<blockquote data-quote="smathis" data-source="post: 4162195" data-attributes="member: 56465"><p>I'd go a couple of ways with it.</p><p></p><p>First, I doubt I'd give the players the option to choose the difficulty. Sure, there's Easy/Normal/High. But to have a player say something like "I'm going to triple somersault up to the roof, Easy difficulty" just doesn't sit right with me. And it bugged me in the playtest. There was never an incentive (not a single one) for a player <em>not</em> to choose Easy difficulty.</p><p></p><p>Generally, I would say most things fall in the realm of Normal but, for example, my Halfling trying to get the City Guard to let him pass using Diplomacy should have been High difficulty.</p><p></p><p>So I think the DM should choose the difficulty based on the circumstances.</p><p></p><p>That said, I don't know if I'd run a Skill Challenge with an individual PC -- unless it was something like a Trial or needing to cast a Ritual while the other PCs fought off something trying to disrupt the Ritual. When I played, we ran 6 individual Skill Challenges. That was a little overkill, IMO.</p><p></p><p>Outside of that, I'd run them all like I would in one of them indie games.</p><p></p><p>Each roll the player and I would set stakes. The roll would resolve those stakes. I would be using house-rules for Levels of Success so complications would invariably result, making the Skill Challenges all the more interesting.</p><p></p><p>The majority would be group Skill Challenges, with each player making a roll towards the overall objective in turn. These would be things like trying to investigate a murder or infiltrate a stronghold of some sort (Oceans 11 style, of course).</p><p></p><p>Then I would have individual Skill Challenges but I'd only condense them in the event that it really was something like one PC needed to do a very specific and important thing while the rest of the party did something else. An example might be one PC researching a spell while the other PCs did a separate group Skill Challenge to investigate the location and habits of some beastie.</p><p></p><p>One thing to remember about these (much like Extended Contests in HeroQuest) is that they don't have to be within a specific time-frame. You could have a Skill Challenge with one of the PCs lasting multiple sessions with adventures in between each roll.</p><p></p><p>Or significant time could pass between each 'round' of a Skill Challenge. Such as courting the daughter of a noble. A week could conceivably pass between each roll. Whether the party does anything within that timeframe depends on the adventure.</p></blockquote><p></p>
[QUOTE="smathis, post: 4162195, member: 56465"] I'd go a couple of ways with it. First, I doubt I'd give the players the option to choose the difficulty. Sure, there's Easy/Normal/High. But to have a player say something like "I'm going to triple somersault up to the roof, Easy difficulty" just doesn't sit right with me. And it bugged me in the playtest. There was never an incentive (not a single one) for a player [i]not[/i] to choose Easy difficulty. Generally, I would say most things fall in the realm of Normal but, for example, my Halfling trying to get the City Guard to let him pass using Diplomacy should have been High difficulty. So I think the DM should choose the difficulty based on the circumstances. That said, I don't know if I'd run a Skill Challenge with an individual PC -- unless it was something like a Trial or needing to cast a Ritual while the other PCs fought off something trying to disrupt the Ritual. When I played, we ran 6 individual Skill Challenges. That was a little overkill, IMO. Outside of that, I'd run them all like I would in one of them indie games. Each roll the player and I would set stakes. The roll would resolve those stakes. I would be using house-rules for Levels of Success so complications would invariably result, making the Skill Challenges all the more interesting. The majority would be group Skill Challenges, with each player making a roll towards the overall objective in turn. These would be things like trying to investigate a murder or infiltrate a stronghold of some sort (Oceans 11 style, of course). Then I would have individual Skill Challenges but I'd only condense them in the event that it really was something like one PC needed to do a very specific and important thing while the rest of the party did something else. An example might be one PC researching a spell while the other PCs did a separate group Skill Challenge to investigate the location and habits of some beastie. One thing to remember about these (much like Extended Contests in HeroQuest) is that they don't have to be within a specific time-frame. You could have a Skill Challenge with one of the PCs lasting multiple sessions with adventures in between each roll. Or significant time could pass between each 'round' of a Skill Challenge. Such as courting the daughter of a noble. A week could conceivably pass between each roll. Whether the party does anything within that timeframe depends on the adventure. [/QUOTE]
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