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Skill Challenges: Bringing the Awesome
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<blockquote data-quote="Lacyon" data-source="post: 4166361" data-attributes="member: 63046"><p>This is only true when you let it be. Nothing stops you from making a skill challenge where the actions are relevant, and only skill X can be used at step 1, or skill Y at step 2.</p><p></p><p></p><p></p><p>No, I am suggesting that the PCs may choose to negate a prior success. Just as you may choose to ignore good advice your friend gives you in real life. I do not recommend this (in game, or in real life).</p><p></p><p></p><p></p><p>Sure it does, though indirectly. The players build on their successes of discovering that it is a trap by taking actions that bring them closer to disarming the trap.</p><p></p><p></p><p></p><p>Where? No, I am advising that if the task requires 6 successes to overcome, it requires 6 successes to overcome. It can only be accomplished in 3 rolls if those rolls somehow count as multiple successes. This means that if disarming the trap takes 6 successes, you can't disarm it with one Thievery skill check. You might be able to with 6 thievery skill checks.</p><p></p><p></p><p></p><p>This is only true when it is true. If the task actually requires that steps be done in a certain order, have the players do them in that order. Nothing in the system prevents that.</p><p></p><p></p><p></p><p>Incorrect. This is how hong and others will use the system, because it is what they find fun. What the system is designed to do is provide a concrete framework for resolving noncombat challenges in such a way that adventure designers and DMs can reasonably gauge the likelihood of PC parties of a given level to succeed at them without having to know what's on each character's sheet.</p><p></p><p>It's also designed to let all characters participate in the system, because the system itself does not specify which skill checks are required. If step 1 is "Ford the river so that you can continue chasing down the bad guys" athletics is the obvious skill to swim it. But the rules don't prevent you from allowing a Perception check to notice that there's a safe spot to cross twenty feet down the way, and they don't stop you from using some kind of Acrobatic stunt to leap across. Either way though, there's nothing stopping you from laying down a "You must cross the river" step 1, and disallowing any skill that doesn't fit that.</p><p></p><p></p><p></p><p>No roll should be allowed in which success cannot be construed as progressing toward overall success and failure cannot be construed as progressing toward overall failure.</p><p></p><p></p><p></p><p>Baloney. The action of kicking the corpse around the field sets off the trap, because the player has clearly given up on the skill challenge.</p><p></p><p></p><p></p><p>Baloney. Read the post again. The descriptions of every individual action and their consequences were given BEFORE knowing the skill challenge was passed or failed.</p><p></p><p></p><p></p><p>Except that this what actually happened in the challenge you're referencing is that the characters worked together as a team and built on each others successes to overcome the challenge. So yeah, if the players don't want to, they don't have to. But they did, somehow.</p></blockquote><p></p>
[QUOTE="Lacyon, post: 4166361, member: 63046"] This is only true when you let it be. Nothing stops you from making a skill challenge where the actions are relevant, and only skill X can be used at step 1, or skill Y at step 2. No, I am suggesting that the PCs may choose to negate a prior success. Just as you may choose to ignore good advice your friend gives you in real life. I do not recommend this (in game, or in real life). Sure it does, though indirectly. The players build on their successes of discovering that it is a trap by taking actions that bring them closer to disarming the trap. Where? No, I am advising that if the task requires 6 successes to overcome, it requires 6 successes to overcome. It can only be accomplished in 3 rolls if those rolls somehow count as multiple successes. This means that if disarming the trap takes 6 successes, you can't disarm it with one Thievery skill check. You might be able to with 6 thievery skill checks. This is only true when it is true. If the task actually requires that steps be done in a certain order, have the players do them in that order. Nothing in the system prevents that. Incorrect. This is how hong and others will use the system, because it is what they find fun. What the system is designed to do is provide a concrete framework for resolving noncombat challenges in such a way that adventure designers and DMs can reasonably gauge the likelihood of PC parties of a given level to succeed at them without having to know what's on each character's sheet. It's also designed to let all characters participate in the system, because the system itself does not specify which skill checks are required. If step 1 is "Ford the river so that you can continue chasing down the bad guys" athletics is the obvious skill to swim it. But the rules don't prevent you from allowing a Perception check to notice that there's a safe spot to cross twenty feet down the way, and they don't stop you from using some kind of Acrobatic stunt to leap across. Either way though, there's nothing stopping you from laying down a "You must cross the river" step 1, and disallowing any skill that doesn't fit that. No roll should be allowed in which success cannot be construed as progressing toward overall success and failure cannot be construed as progressing toward overall failure. Baloney. The action of kicking the corpse around the field sets off the trap, because the player has clearly given up on the skill challenge. Baloney. Read the post again. The descriptions of every individual action and their consequences were given BEFORE knowing the skill challenge was passed or failed. Except that this what actually happened in the challenge you're referencing is that the characters worked together as a team and built on each others successes to overcome the challenge. So yeah, if the players don't want to, they don't have to. But they did, somehow. [/QUOTE]
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