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Skill Challenges in 5E
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<blockquote data-quote="Li Shenron" data-source="post: 6177634" data-attributes="member: 1465"><p>I still haven't figured out what are the benefits...</p><p></p><p>For instance in your example, what is the difference between different checks? What <em>decisions</em> can the players/characters take? The only point mentioned is that you can sacrifice one PC to be arrested and then get a +4 on all the following checks, but beside this, the whole sequence of checks just sounds to me exactly like a bare sequence of checks. If that's the case, the only achievement of this mechanic is to reduce randomness, in most cases this means higher chance of success overall.</p><p></p><p>It's very nice to have a suggested outcome for success and failure, but this doesn't necessarily require using skill challenges, you could have the same if you resolved all the scene with one single check.</p><p></p><p>If we're going to have a system, then what I expect the system to offer is tactical choices at every round (i.e. at every check): just like in combat you choose "do I shoot an arrow, cast a spell, heal an ally, drink a potion, etc." there can be similar things, but if the choice is only "do I roll diplomacy, bluff or intimidate" the answer is you just always roll what you have the largest bonus at, isn't it?</p><p></p><p>Then there can be a much larger range of outcome than success or failure. In combat, the outcome is not just win/lose: you can win or lose with a different amount of expenses and casualties, you can lose by having to flee, surrender and be captured or TPK, and win also doesn't necessarily imply to kill all adversaries (sometimes you want information or prisoners).</p><p></p><p>My point is, these are the things I'm interested in, and the only advantage I can see of skill challenges over a single roll, is the ability to <em>change something</em> at every round/step, just like you can change your tactic or try something different at every round in combat. </p><p></p><p>Otherwise it's just the same as rolling one check, since you can also have a range of outcome with just one roll, e.g. based on how much you beat/miss the DC, or perhaps adding an additional "damage roll" or roll on a table (if the possible outcomes can not be ordered in magnitude).</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 6177634, member: 1465"] I still haven't figured out what are the benefits... For instance in your example, what is the difference between different checks? What [I]decisions[/I] can the players/characters take? The only point mentioned is that you can sacrifice one PC to be arrested and then get a +4 on all the following checks, but beside this, the whole sequence of checks just sounds to me exactly like a bare sequence of checks. If that's the case, the only achievement of this mechanic is to reduce randomness, in most cases this means higher chance of success overall. It's very nice to have a suggested outcome for success and failure, but this doesn't necessarily require using skill challenges, you could have the same if you resolved all the scene with one single check. If we're going to have a system, then what I expect the system to offer is tactical choices at every round (i.e. at every check): just like in combat you choose "do I shoot an arrow, cast a spell, heal an ally, drink a potion, etc." there can be similar things, but if the choice is only "do I roll diplomacy, bluff or intimidate" the answer is you just always roll what you have the largest bonus at, isn't it? Then there can be a much larger range of outcome than success or failure. In combat, the outcome is not just win/lose: you can win or lose with a different amount of expenses and casualties, you can lose by having to flee, surrender and be captured or TPK, and win also doesn't necessarily imply to kill all adversaries (sometimes you want information or prisoners). My point is, these are the things I'm interested in, and the only advantage I can see of skill challenges over a single roll, is the ability to [I]change something[/I] at every round/step, just like you can change your tactic or try something different at every round in combat. Otherwise it's just the same as rolling one check, since you can also have a range of outcome with just one roll, e.g. based on how much you beat/miss the DC, or perhaps adding an additional "damage roll" or roll on a table (if the possible outcomes can not be ordered in magnitude). [/QUOTE]
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