Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Skill Challenges: Bringing the Awesome
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Majoru Oakheart" data-source="post: 4172098" data-attributes="member: 5143"><p>Sure, the DM has to come up with the idea that there will be a skill challenge in the first place, figure out what it will be about, figure out what skills will be appropriate, figure out the DCs, narrate the action, and make spot rulings on skill uses.</p><p></p><p>It isn't easy, trust me. I stumbled over running skill challenges the couple of times I've ran them so far. And that's mainly because I had to change my way of thinking dramatically in order to run them properly. You need to be really quick on your feet and good at improvising. None of which I claim to be good at. It's just a very different skill set than simply interpreting the rules as physics and letting things fall as they may. However, done correctly, it can be a very satisfying experience.</p><p></p><p>You must be reading a different book than I was. Although the non-combat XP rewards section went on for about a page, it didn't say that much. It had no charts of its own. It said to use the XP from the combat table. It pretty much just said "The default method is to just give out XP for combat. IF you want to give out XP for non-combat stuff, you shouldn't give more XP than one monster would give and you should keep in mind that the PCs are now lacking the treasure they would have gotten from killing that monster, so you'll have to make it up somehow. And don't give out XP for non-combat stuff too often."</p><p></p><p>It never told you what type of non-combat things you should give XP out for and which ones shouldn't be worth XP. It didn't say how hard they should be. It didn't say whether to give out XP for one skill roll or a combination of 20 or 30. Should I give out XP for completing a quest that takes one session? What about 10 sessions?</p><p></p><p>There was just too much it didn't say. And what it did say was a lot of "be careful giving out XP for non-combat". I took the easy route and simply don't.</p><p></p><p>Yes, you are right. That's what I like about it. It means that skills are flexible enough to either be run in "simulation mode", where you make a roll to climb every 10 feet(or whatever), figure out exactly when people fall, and the like. Or they can be run rather fast and loose and in a much more narrative fashion in order to just answer questions. You get to pick based on the pacing you are looking for in the situation.</p><p></p><p>Making a roll for every 10 feet creates a rather slow, deliberate, and precise pacing. It creates a very different feeling than "You succeed in your climb check, you scramble up the wall as fast as you can, reaching the roof and immediately start running again across the rooftops. The guards who are following you start searching for an easier way to get up than the way you took."</p><p></p><p>I like being able to use fast pacing for fast scenes and slow pacing for slow scenes.</p><p></p><p>I'm not talking about published modules, per se. I write my own games the same way I write published modules as I take my cues from them. Plus, being a Living Greyhawk Triad member and a Living Forgotten Realms Regional Administrator does often make me think of things in terms of our writer's guidelines as well as ease of use for DMs. Since I know what we write and publish will be run by hundreds of different people all of whom have different ideas of roleplaying and how it should work. Plus, we have to follow the rules exactly.</p><p></p><p>However, I don't mean defeating monsters without killing them. I don't give out XP for every creature the PCs don't kill in the whole world. I'm talking about using diverging storylines in order to give players an alternate to ever encountering a monster.</p><p></p><p>For instance, the PCs need to find out some information about where an artifact is located. They know that there in a man in town who has a map that leads directly to it. However, the man refuses to give it to them or let them see it. Now, they could solve this situation by using a researching Skill Challenge at the library in order to track down all the information and build their own map. They might be able to use a Skill Challenge in order to distract the man while someone else sneaks inside and steals the map. Or they might simply attack the man and take the map when he was dead.</p><p></p><p>I wouldn't normally give out XP for having walked to the guys house and not killing him. Technically, going to the library and reading some books isn't defeating him either, so it doesn't deserve XP in 3e. However, with the skill challenge system, the rules actually support giving out XP for the research because it was a skill challenge with a good chance of failure and consequences for failure(in this case it might be that the artifact is found by someone else since it takes them too long to research).</p></blockquote><p></p>
[QUOTE="Majoru Oakheart, post: 4172098, member: 5143"] Sure, the DM has to come up with the idea that there will be a skill challenge in the first place, figure out what it will be about, figure out what skills will be appropriate, figure out the DCs, narrate the action, and make spot rulings on skill uses. It isn't easy, trust me. I stumbled over running skill challenges the couple of times I've ran them so far. And that's mainly because I had to change my way of thinking dramatically in order to run them properly. You need to be really quick on your feet and good at improvising. None of which I claim to be good at. It's just a very different skill set than simply interpreting the rules as physics and letting things fall as they may. However, done correctly, it can be a very satisfying experience. You must be reading a different book than I was. Although the non-combat XP rewards section went on for about a page, it didn't say that much. It had no charts of its own. It said to use the XP from the combat table. It pretty much just said "The default method is to just give out XP for combat. IF you want to give out XP for non-combat stuff, you shouldn't give more XP than one monster would give and you should keep in mind that the PCs are now lacking the treasure they would have gotten from killing that monster, so you'll have to make it up somehow. And don't give out XP for non-combat stuff too often." It never told you what type of non-combat things you should give XP out for and which ones shouldn't be worth XP. It didn't say how hard they should be. It didn't say whether to give out XP for one skill roll or a combination of 20 or 30. Should I give out XP for completing a quest that takes one session? What about 10 sessions? There was just too much it didn't say. And what it did say was a lot of "be careful giving out XP for non-combat". I took the easy route and simply don't. Yes, you are right. That's what I like about it. It means that skills are flexible enough to either be run in "simulation mode", where you make a roll to climb every 10 feet(or whatever), figure out exactly when people fall, and the like. Or they can be run rather fast and loose and in a much more narrative fashion in order to just answer questions. You get to pick based on the pacing you are looking for in the situation. Making a roll for every 10 feet creates a rather slow, deliberate, and precise pacing. It creates a very different feeling than "You succeed in your climb check, you scramble up the wall as fast as you can, reaching the roof and immediately start running again across the rooftops. The guards who are following you start searching for an easier way to get up than the way you took." I like being able to use fast pacing for fast scenes and slow pacing for slow scenes. I'm not talking about published modules, per se. I write my own games the same way I write published modules as I take my cues from them. Plus, being a Living Greyhawk Triad member and a Living Forgotten Realms Regional Administrator does often make me think of things in terms of our writer's guidelines as well as ease of use for DMs. Since I know what we write and publish will be run by hundreds of different people all of whom have different ideas of roleplaying and how it should work. Plus, we have to follow the rules exactly. However, I don't mean defeating monsters without killing them. I don't give out XP for every creature the PCs don't kill in the whole world. I'm talking about using diverging storylines in order to give players an alternate to ever encountering a monster. For instance, the PCs need to find out some information about where an artifact is located. They know that there in a man in town who has a map that leads directly to it. However, the man refuses to give it to them or let them see it. Now, they could solve this situation by using a researching Skill Challenge at the library in order to track down all the information and build their own map. They might be able to use a Skill Challenge in order to distract the man while someone else sneaks inside and steals the map. Or they might simply attack the man and take the map when he was dead. I wouldn't normally give out XP for having walked to the guys house and not killing him. Technically, going to the library and reading some books isn't defeating him either, so it doesn't deserve XP in 3e. However, with the skill challenge system, the rules actually support giving out XP for the research because it was a skill challenge with a good chance of failure and consequences for failure(in this case it might be that the artifact is found by someone else since it takes them too long to research). [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Skill Challenges: Bringing the Awesome
Top