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Skill Challenges in 5E
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<blockquote data-quote="D'karr" data-source="post: 6178000" data-attributes="member: 336"><p>I wholeheartedly agree with [MENTION=607]Klaus[/MENTION] assessment of them as an organizational tool. </p><p></p><p>IMO, skill challenges simply provide a "framework" for organizing non-combat encounters and actually provide rewards. In the past you had to make up the rewards ad-hoc with no real good guidance. The DM was left to guesstimate. If you look at them that way then skill challenges can merge into the background and simply become a way to give xp rewards for <strong>goal oriented roleplay</strong> that can't be accomplished with a single roll. They become easy to run, design, and devise if you look at them in that manner. </p><p></p><p>In the past we would do "skill challenges" though we didn't call them that, and at the end I had to try to determine how to reward the players XP. With skill challenges I have a basis that gives XP on a scaling table, and I simply mount the ad-hoc play as it goes.</p><p></p><p>Works well for me and my group.</p><p></p><p>I think the example [MENTION=42582]pemerton[/MENTION] used where every situation leads to another situation until the goal is resolved is the best way to approach them. The "successes" in a situation lead to better leaned situations for the players (opportunities). The "failures" lead to situations that lean against the players (complications). Too many complications and you are not able to fully accomplish the goal (fail), which may open up more opportunities in the future (no shutdown), but also closes some doors (skill challenge ends in failure).</p></blockquote><p></p>
[QUOTE="D'karr, post: 6178000, member: 336"] I wholeheartedly agree with [MENTION=607]Klaus[/MENTION] assessment of them as an organizational tool. IMO, skill challenges simply provide a "framework" for organizing non-combat encounters and actually provide rewards. In the past you had to make up the rewards ad-hoc with no real good guidance. The DM was left to guesstimate. If you look at them that way then skill challenges can merge into the background and simply become a way to give xp rewards for [B]goal oriented roleplay[/B] that can't be accomplished with a single roll. They become easy to run, design, and devise if you look at them in that manner. In the past we would do "skill challenges" though we didn't call them that, and at the end I had to try to determine how to reward the players XP. With skill challenges I have a basis that gives XP on a scaling table, and I simply mount the ad-hoc play as it goes. Works well for me and my group. I think the example [MENTION=42582]pemerton[/MENTION] used where every situation leads to another situation until the goal is resolved is the best way to approach them. The "successes" in a situation lead to better leaned situations for the players (opportunities). The "failures" lead to situations that lean against the players (complications). Too many complications and you are not able to fully accomplish the goal (fail), which may open up more opportunities in the future (no shutdown), but also closes some doors (skill challenge ends in failure). [/QUOTE]
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