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Skill Challenges in 5E
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<blockquote data-quote="Manbearcat" data-source="post: 6185188" data-attributes="member: 6696971"><p>I do. I run a lot of them. While I do run social Skill Challenges a fair stretch (assuredly not as much as you nor likely as skillful), and I'm going to post one of my group's better ones in the Skill Challenge Depot thread, environmental/physical threat conflict resolution is indeed predominant in my game.</p><p></p><p>This is assuredly because (and I suspect I share this with other 4e GMs who have similar backgrounds/tastes) I've been an outdoorsman/sportsman my whole life. Like anything else, a collective knowledge pool comes from exposure (theoretical or field), a combination of inductive and deductive reasoning, and testing hypotheses, and learning from your errors. Hike enough, climb enough, camp enough, run enough triathlons/10 k/half etc, and you inevitably learn what dynamic challenges are faced, what their potential answers are, and thusly how best to frame those situations in a hypothetical world (of an RPG). A trained combat soldier who has spent multiple tours in the field would have the means to deploy great physical challenges, from logistics to hazard navigation to survival in unforgiving, hostile territory.</p><p></p><p>Whats more...</p><p></p><p></p><p></p><p>...unsurprisingly I do not agree with this. Coupled with the above, a keen understanding of heroic action adventure tropes and how best to map them to an RPG conflict/situation with respect to initial framing, complications, and pacing derives extraordinary fun in physical/environmental non-combat conflict resolution (in this case Skill Challenges). Indiana Jones is at the top of my list of genre logic/inspiration. I think much of this just goes back to resolution (as I mentioned earlier). You're pacing your conflict resolution wrong if you are focusing on granularity in task resolution; eg one handhold to the next...to the next...to the next...to the next. Your resolution is completely off. You have to zoom out and broaden things. Challenge 1 isn't handhold 1 and then 2 is the same, all the way to 10 or whatever. First off, why are you climbing in the first place? That is relevant to framing the situation and the incoming complications, the player answers and the evolving narrative. You're trying to get away? Pursuit is gaining (deal with that). Pursuit is using artillery (deal with that). The environment changes; rain, avalanche, a natural vent or cave becomes available, (what happens now? Handle that.). What is at the top; a major trade route is hosting a moving, tent city bazaar with people everywhere...a rushing river...a dense forest...some humanoids that may be friend or foe but they have pointy sticks in your face (what now?). </p><p></p><p>But yes, this is terribly boring:</p><p></p><p>GM: Handhold 1 (roll Athletics)</p><p>Player: 15</p><p>GM: You pass and and grasp handhold 2 (roll Athletics)</p><p>Player: 12</p><p>GM: Handhold 3 is just out of your reach but you don't fall (roll Athletics)</p><p>Player: 7</p><p>GM: You slip and fall. (rolls 1d10). 7 damage. Handhold 1</p><p>Player: Zzzzzzzzzzzzzzzzzzz...</p><p></p><p>That is poor GMing and anything near or around it is poor GMing. The same holds for combat and social scenes. I attack. You haven't killed him enough. I attack more. I convince the King. Roll Diplomacy. 15. He agrees but you haven't convinced him enough. I convince him harder/more. Roll Diplomacy...etc. Poor GMing. I can't imagine that is controversial.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 6185188, member: 6696971"] I do. I run a lot of them. While I do run social Skill Challenges a fair stretch (assuredly not as much as you nor likely as skillful), and I'm going to post one of my group's better ones in the Skill Challenge Depot thread, environmental/physical threat conflict resolution is indeed predominant in my game. This is assuredly because (and I suspect I share this with other 4e GMs who have similar backgrounds/tastes) I've been an outdoorsman/sportsman my whole life. Like anything else, a collective knowledge pool comes from exposure (theoretical or field), a combination of inductive and deductive reasoning, and testing hypotheses, and learning from your errors. Hike enough, climb enough, camp enough, run enough triathlons/10 k/half etc, and you inevitably learn what dynamic challenges are faced, what their potential answers are, and thusly how best to frame those situations in a hypothetical world (of an RPG). A trained combat soldier who has spent multiple tours in the field would have the means to deploy great physical challenges, from logistics to hazard navigation to survival in unforgiving, hostile territory. Whats more... ...unsurprisingly I do not agree with this. Coupled with the above, a keen understanding of heroic action adventure tropes and how best to map them to an RPG conflict/situation with respect to initial framing, complications, and pacing derives extraordinary fun in physical/environmental non-combat conflict resolution (in this case Skill Challenges). Indiana Jones is at the top of my list of genre logic/inspiration. I think much of this just goes back to resolution (as I mentioned earlier). You're pacing your conflict resolution wrong if you are focusing on granularity in task resolution; eg one handhold to the next...to the next...to the next...to the next. Your resolution is completely off. You have to zoom out and broaden things. Challenge 1 isn't handhold 1 and then 2 is the same, all the way to 10 or whatever. First off, why are you climbing in the first place? That is relevant to framing the situation and the incoming complications, the player answers and the evolving narrative. You're trying to get away? Pursuit is gaining (deal with that). Pursuit is using artillery (deal with that). The environment changes; rain, avalanche, a natural vent or cave becomes available, (what happens now? Handle that.). What is at the top; a major trade route is hosting a moving, tent city bazaar with people everywhere...a rushing river...a dense forest...some humanoids that may be friend or foe but they have pointy sticks in your face (what now?). But yes, this is terribly boring: GM: Handhold 1 (roll Athletics) Player: 15 GM: You pass and and grasp handhold 2 (roll Athletics) Player: 12 GM: Handhold 3 is just out of your reach but you don't fall (roll Athletics) Player: 7 GM: You slip and fall. (rolls 1d10). 7 damage. Handhold 1 Player: Zzzzzzzzzzzzzzzzzzz... That is poor GMing and anything near or around it is poor GMing. The same holds for combat and social scenes. I attack. You haven't killed him enough. I attack more. I convince the King. Roll Diplomacy. 15. He agrees but you haven't convinced him enough. I convince him harder/more. Roll Diplomacy...etc. Poor GMing. I can't imagine that is controversial. [/QUOTE]
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