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General Tabletop Discussion
*Pathfinder & Starfinder
Skill Challenges: Bringing the Awesome
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<blockquote data-quote="AZRogue" data-source="post: 4165863" data-attributes="member: 3963"><p>Things I have in mind for Skill Challenges:</p><p></p><p>Escaping a burning building.</p><p>Finding their way out of the Underdark.</p><p>Escaping prison/captivity.</p><p>Mine car craziness, (see Temple of Doom).</p><p>Uncovering clues to find a murderer before he kills again ... that same night.</p><p>Rescuing the people trapped on a sinking Pleasure Barge.</p><p>Surviving being lost in the desert.</p><p>Getting off a mountainside before being caught by an encroaching forest fire.</p><p></p><p>Basically, so far, I've confined them to "events" and not just the mundane. I try to make sure there's SOME sense of urgency to each one I think up and obvious goals to be gained or lost. Each Skill Challenge is still special, this way, or so I'm hoping, and just as exciting as a combat and very memorable. </p><p></p><p>So, is this the way they're done? Or are they meant to be used for a lot more things than just "action scenes" that weren't easy to pull off before? I didn't imagine them as a tool for mundane social encounters, or traps, which I have run DURING combats, or handled with just a simple skill check so far, but maybe they're just flexible enough to be used for what you want. </p><p></p><p>All I know if that if the Skill Challenge system DOESN'T let me have my mine car madness I'm going to just keep the half-made-up system I'm using now. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="AZRogue, post: 4165863, member: 3963"] Things I have in mind for Skill Challenges: Escaping a burning building. Finding their way out of the Underdark. Escaping prison/captivity. Mine car craziness, (see Temple of Doom). Uncovering clues to find a murderer before he kills again ... that same night. Rescuing the people trapped on a sinking Pleasure Barge. Surviving being lost in the desert. Getting off a mountainside before being caught by an encroaching forest fire. Basically, so far, I've confined them to "events" and not just the mundane. I try to make sure there's SOME sense of urgency to each one I think up and obvious goals to be gained or lost. Each Skill Challenge is still special, this way, or so I'm hoping, and just as exciting as a combat and very memorable. So, is this the way they're done? Or are they meant to be used for a lot more things than just "action scenes" that weren't easy to pull off before? I didn't imagine them as a tool for mundane social encounters, or traps, which I have run DURING combats, or handled with just a simple skill check so far, but maybe they're just flexible enough to be used for what you want. All I know if that if the Skill Challenge system DOESN'T let me have my mine car madness I'm going to just keep the half-made-up system I'm using now. :) [/QUOTE]
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