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Skill Challenges for Dummies
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<blockquote data-quote="SweeneyTodd" data-source="post: 4284790" data-attributes="member: 9391"><p>I'm gonna skip the math stuff and talk to some of the comments that hit me, like "how many ways can you say 'I roll Diplomacy'" and "If I hold my breath maybe he'll be convinced."</p><p></p><p>For me personally, the example in the DMG was pretty clear, and it matched the give-and-take of a lot of games I've played and run.</p><p></p><p>You're in a social skill challenge. You want your character to do something. So you describe it, and then roll. </p><p></p><p>How you describe it is pretty open. Could you say "Uh... I roll Diplomacy"? Not according to the DMG example. You've got to actually have some intent to do something, after all. So okay, you describe the thing your character is doing. Maybe you just describe it, maybe you Get Into Character and method act it out, whatever. What's appropriate depends on your table. </p><p></p><p>At bare minimum, I'd give circumstance bonuses for the description, both in terms of how good the idea is and how well it's delivered. Heck, most games I run you'd get a circumstance bonus if anyone said "Oh man, that's awesome" or just laughed -- yes its metagame-y, but I find encouraging things you want to have happen isn't a bad policy. <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><p></p><p>I dunno, I've run games in systems where someone's wanted to roll Alcoholic as a combat trait, and heck, sometimes there wasn't even an improvisational penalty, their description of what they were doing just *fit*. </p><p></p><p>I could totally see a persuasion scene where the fighter goes "And when he says that, I just lean on the hilt of my sword and just *stare*. Don't say a word." Dude, that is totally Aid Another. </p><p></p><p>The way I see it, those circumstance bonuses for good ideas, creativity, and coming up with stuff to make the scene more fun are just as necessary in a noncombat scene as sound tactical play is in a combat scene. If the folks at the table are talking back and forth, kicking around ideas, and rolling the dice all the while, that just sounds like a typical night of roleplaying. </p><p></p><p>Again, I know, for the method action immersion types who really don't want any mechanics involved in their social scenes, that doesn't sound like fun. Okay, so don't use 'em. Just "roleplay it out" the way you always have, and use DM Fiat for determining the results if you want.</p></blockquote><p></p>
[QUOTE="SweeneyTodd, post: 4284790, member: 9391"] I'm gonna skip the math stuff and talk to some of the comments that hit me, like "how many ways can you say 'I roll Diplomacy'" and "If I hold my breath maybe he'll be convinced." For me personally, the example in the DMG was pretty clear, and it matched the give-and-take of a lot of games I've played and run. You're in a social skill challenge. You want your character to do something. So you describe it, and then roll. How you describe it is pretty open. Could you say "Uh... I roll Diplomacy"? Not according to the DMG example. You've got to actually have some intent to do something, after all. So okay, you describe the thing your character is doing. Maybe you just describe it, maybe you Get Into Character and method act it out, whatever. What's appropriate depends on your table. At bare minimum, I'd give circumstance bonuses for the description, both in terms of how good the idea is and how well it's delivered. Heck, most games I run you'd get a circumstance bonus if anyone said "Oh man, that's awesome" or just laughed -- yes its metagame-y, but I find encouraging things you want to have happen isn't a bad policy. :) I dunno, I've run games in systems where someone's wanted to roll Alcoholic as a combat trait, and heck, sometimes there wasn't even an improvisational penalty, their description of what they were doing just *fit*. I could totally see a persuasion scene where the fighter goes "And when he says that, I just lean on the hilt of my sword and just *stare*. Don't say a word." Dude, that is totally Aid Another. The way I see it, those circumstance bonuses for good ideas, creativity, and coming up with stuff to make the scene more fun are just as necessary in a noncombat scene as sound tactical play is in a combat scene. If the folks at the table are talking back and forth, kicking around ideas, and rolling the dice all the while, that just sounds like a typical night of roleplaying. Again, I know, for the method action immersion types who really don't want any mechanics involved in their social scenes, that doesn't sound like fun. Okay, so don't use 'em. Just "roleplay it out" the way you always have, and use DM Fiat for determining the results if you want. [/QUOTE]
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