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General Tabletop Discussion
*Pathfinder & Starfinder
Skill Challenges: Bringing the Awesome
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<blockquote data-quote="LostSoul" data-source="post: 4165746" data-attributes="member: 386"><p>Right. I'm looking at the skill challenge as <em>resolving</em> whether or not you can disarm the trap. If you hit the needed # of successes, the trap is disarmed - we no longer need to roll to see if you can do it or not, because we already resolved that. In other words, all those Insight checks mean that, in this case, knowing how the trap works means you are able to disarm it.</p><p></p><p>Whether or not Insight checks are plausible here is something that needs to be decided when the roll is made. This could be a problem for some people who like the mechanics to "fade into the background", but I guess you could get around that by narrating the Insight check as doing nothing (i.e. neither success or failure).</p><p></p><p></p><p></p><p>This isn't what I was thinking exactly. What you've describe sounds great for a half-hearted success - 6 successes, 2 or 3 failures (going with 6/4) - but if it's a complete success, it should be a complete success!</p><p></p><p>If the PCs did use Intimidate, then I would have him act like someone Intimidated: he'll cooperate until the threat of force is gone, and then he'll seek payback. This wouldn't be the case if the PCs used Diplomacy, and this would be independant of the number of successes or failures the PCs roll.</p><p></p><p>In other words, I wouldn't change the <em>level of success</em> based on the skills the PCs used. Only the number of successes and failures would do that. I would, however, change the in-game situation to reflect how the PCs dealt with things.</p></blockquote><p></p>
[QUOTE="LostSoul, post: 4165746, member: 386"] Right. I'm looking at the skill challenge as [i]resolving[/i] whether or not you can disarm the trap. If you hit the needed # of successes, the trap is disarmed - we no longer need to roll to see if you can do it or not, because we already resolved that. In other words, all those Insight checks mean that, in this case, knowing how the trap works means you are able to disarm it. Whether or not Insight checks are plausible here is something that needs to be decided when the roll is made. This could be a problem for some people who like the mechanics to "fade into the background", but I guess you could get around that by narrating the Insight check as doing nothing (i.e. neither success or failure). This isn't what I was thinking exactly. What you've describe sounds great for a half-hearted success - 6 successes, 2 or 3 failures (going with 6/4) - but if it's a complete success, it should be a complete success! If the PCs did use Intimidate, then I would have him act like someone Intimidated: he'll cooperate until the threat of force is gone, and then he'll seek payback. This wouldn't be the case if the PCs used Diplomacy, and this would be independant of the number of successes or failures the PCs roll. In other words, I wouldn't change the [i]level of success[/i] based on the skills the PCs used. Only the number of successes and failures would do that. I would, however, change the in-game situation to reflect how the PCs dealt with things. [/QUOTE]
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