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General Tabletop Discussion
*Pathfinder & Starfinder
Skill Challenges: can someone please explain?
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<blockquote data-quote="bert1000" data-source="post: 4203808" data-attributes="member: 29013"><p>This type of scene could be done in 3e, but to me some of the benefits in making it a bit more formal </p><p></p><p>1) helps create a complex non-combat scene using multiple skill checks with a set beginning and end (helps with pacing and tension)</p><p></p><p>2) mostly reward character skill (equivalent to combat stats and powers)</p><p></p><p>3) at the same time encourage player creativity (equivalent to combat tactics)</p><p></p><p>4) encourage all players to participate in the scene (although not always equally which is fine)</p><p></p><p>5) DM can set up interesting follow-on events based on the outcome of the scene, so players feel direct consequence of outcome</p><p></p><p>Simple skill checks are still fine for specific actions (climb this wall to get a better view).</p><p></p><p>Again, all of this could be done with 3e but was often not done (partly due to narrower skill definitions).</p><p></p><p>For instance, often in 3e a diplomatic scene like the one in the excerpt was handled as a single diplomacy role by the player with the highest skill level, and everyone else aiding. </p><p></p><p>A skill challenge would have the DM go around the table asking each player what skill they would like to use, and more than one skill (perception, diplomacy, history, religion) could be applicable in moving toward the goal. Each skill check represents an incremental step vs. all or nothing. You could even throw in a Wormtounge like advisor whispering in the King's ear, and add 1 failure every other round if successful at his own Diplomacy check.</p><p></p><p>Take a look at the non-trap skill compendium thread for some more examples of the kinds scenes ppl are thinking may benefit from this type of extended skill encounter. The summary list is below:</p><p></p><p>1) "Catastrophe aftermath" (e.g., save the town on fire)</p><p>2) "Broker a deal" (e.g., stop king from declaring war)</p><p>3) "Escape"</p><p>4) "Pursuit"</p><p>5) "Infiltrate" (e.g., find way into tower jail without alerting guards)</p><p>6) "Fortify defenses" </p><p>7) "Repair/sabotage structure" (e.g., repair before the ship sinks, sabotage the seige engine)</p><p>8) "Gather allies"</p><p>9) "Investigation"</p><p>10) "Long distance travel"</p></blockquote><p></p>
[QUOTE="bert1000, post: 4203808, member: 29013"] This type of scene could be done in 3e, but to me some of the benefits in making it a bit more formal 1) helps create a complex non-combat scene using multiple skill checks with a set beginning and end (helps with pacing and tension) 2) mostly reward character skill (equivalent to combat stats and powers) 3) at the same time encourage player creativity (equivalent to combat tactics) 4) encourage all players to participate in the scene (although not always equally which is fine) 5) DM can set up interesting follow-on events based on the outcome of the scene, so players feel direct consequence of outcome Simple skill checks are still fine for specific actions (climb this wall to get a better view). Again, all of this could be done with 3e but was often not done (partly due to narrower skill definitions). For instance, often in 3e a diplomatic scene like the one in the excerpt was handled as a single diplomacy role by the player with the highest skill level, and everyone else aiding. A skill challenge would have the DM go around the table asking each player what skill they would like to use, and more than one skill (perception, diplomacy, history, religion) could be applicable in moving toward the goal. Each skill check represents an incremental step vs. all or nothing. You could even throw in a Wormtounge like advisor whispering in the King's ear, and add 1 failure every other round if successful at his own Diplomacy check. Take a look at the non-trap skill compendium thread for some more examples of the kinds scenes ppl are thinking may benefit from this type of extended skill encounter. The summary list is below: 1) "Catastrophe aftermath" (e.g., save the town on fire) 2) "Broker a deal" (e.g., stop king from declaring war) 3) "Escape" 4) "Pursuit" 5) "Infiltrate" (e.g., find way into tower jail without alerting guards) 6) "Fortify defenses" 7) "Repair/sabotage structure" (e.g., repair before the ship sinks, sabotage the seige engine) 8) "Gather allies" 9) "Investigation" 10) "Long distance travel" [/QUOTE]
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