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General Tabletop Discussion
*Dungeons & Dragons
Skill Challenges in 5E
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<blockquote data-quote="Manbearcat" data-source="post: 6186027" data-attributes="member: 6696971"><p>Bold mine.</p><p> </p><p>Assuming classes are relatively balanced with respect to potency and breadth of non-combat resources such that </p><p></p><p></p><p></p><p>holds true, then the advantages are the same as the advantages of HP for challenge resolution in combat (the 3 in x:3 are the HPs for non-combat resolution). This creates the dynamic of (bolded)</p><p></p><p></p><p></p><p>It also has the advantage of providing a framework to pace according to dramatic structure. But, again, possibly its most impactful contribution is the codified finality of scene resolution which circumvents the dynamic of <strong>"rather than alternative means that may involve convincing the GM to make a favorable ruling, while the GM has conflict of interest, on a strategic power play...or outright GM fiat"</strong> asserting that paradigm doesn't dictate narrative trajectory. To some this is a feature. To others its a bug and they want "rulings, not rules". </p><p></p><p>I like the fact that the framework enables:</p><p> </p><p>- contribution by multiple parties will happen rather than domination of non-combat by selecting the appropriate spell on the swiss-army knife to address the situation.</p><p>- pacing in line with dramatic structure (if done skillfully).</p><p>- finality of resolution external to strategic power-plays, table negotiation/debate with GM to engender favorable rulings, or just outright fiat.</p><p></p><p>When running combat, you're not just ruling "yeah, that sounds pretty awesome/powerful/effective...ok, bad guy(s) is(are) dead." Combat resolution/finality is mediated by an ablation framework scheme (your HP pool versus the monters' HP pool) same as Skill Challenges (the conflict's pool of successes against required versus your pool of failures accrued).</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 6186027, member: 6696971"] Bold mine. Assuming classes are relatively balanced with respect to potency and breadth of non-combat resources such that holds true, then the advantages are the same as the advantages of HP for challenge resolution in combat (the 3 in x:3 are the HPs for non-combat resolution). This creates the dynamic of (bolded) It also has the advantage of providing a framework to pace according to dramatic structure. But, again, possibly its most impactful contribution is the codified finality of scene resolution which circumvents the dynamic of [B]"rather than alternative means that may involve convincing the GM to make a favorable ruling, while the GM has conflict of interest, on a strategic power play...or outright GM fiat"[/B] asserting that paradigm doesn't dictate narrative trajectory. To some this is a feature. To others its a bug and they want "rulings, not rules". I like the fact that the framework enables: - contribution by multiple parties will happen rather than domination of non-combat by selecting the appropriate spell on the swiss-army knife to address the situation. - pacing in line with dramatic structure (if done skillfully). - finality of resolution external to strategic power-plays, table negotiation/debate with GM to engender favorable rulings, or just outright fiat. When running combat, you're not just ruling "yeah, that sounds pretty awesome/powerful/effective...ok, bad guy(s) is(are) dead." Combat resolution/finality is mediated by an ablation framework scheme (your HP pool versus the monters' HP pool) same as Skill Challenges (the conflict's pool of successes against required versus your pool of failures accrued). [/QUOTE]
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