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Skill Challenges in 5E
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<blockquote data-quote="Warbringer" data-source="post: 6181361" data-attributes="member: 14391"><p>Pretty darn certain I said no such thing, and developing to being more flexible is not "impossible to right down".</p><p></p><p>To me, and in my campaign, SCs are always an alternative the players have to engage the scene ahead of them. They decide that the best way through is by talking to the guard and charming/threatening him, or bashing his brains out with a heavy wooden stick. As DM I have rules that direct my interaction with them so that they know what to expect (namely a table that tells them how many successes they need based on level, plus circumstances, plus if the opponent is skilled in the situation). Based on the situation I suggest the skills I consider "best"* and then they tell me what they are doing narratively.</p><p></p><p>The point of the "DCs" and "successes" is discrete number for them to reach that tells us collectively the outcome of the scene in terms of benefits or consequences.</p><p></p><p>For what is worth, we have used this system for combat as well, rather than zooming all the way into D&D combat rules**.</p><p></p><p>The point of the rules is to propagate the story through mechanical resolution, no matter the degree of simulation. Its all negotiating obstacles and results for complete success, partial success and consequence of failure</p><p></p><p>--</p><p>*I use set DCs plus "critical success". So a "best" skill has a DC of 10, "useful" a DC of 12 and everything else DC15. </p><p></p><p>** in this situation daily power use DC 10, encounter DC 12 and at will DC15 are the targets for success generation</p></blockquote><p></p>
[QUOTE="Warbringer, post: 6181361, member: 14391"] Pretty darn certain I said no such thing, and developing to being more flexible is not "impossible to right down". To me, and in my campaign, SCs are always an alternative the players have to engage the scene ahead of them. They decide that the best way through is by talking to the guard and charming/threatening him, or bashing his brains out with a heavy wooden stick. As DM I have rules that direct my interaction with them so that they know what to expect (namely a table that tells them how many successes they need based on level, plus circumstances, plus if the opponent is skilled in the situation). Based on the situation I suggest the skills I consider "best"* and then they tell me what they are doing narratively. The point of the "DCs" and "successes" is discrete number for them to reach that tells us collectively the outcome of the scene in terms of benefits or consequences. For what is worth, we have used this system for combat as well, rather than zooming all the way into D&D combat rules**. The point of the rules is to propagate the story through mechanical resolution, no matter the degree of simulation. Its all negotiating obstacles and results for complete success, partial success and consequence of failure -- *I use set DCs plus "critical success". So a "best" skill has a DC of 10, "useful" a DC of 12 and everything else DC15. ** in this situation daily power use DC 10, encounter DC 12 and at will DC15 are the targets for success generation [/QUOTE]
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