Tymophil
Explorer
I have a question. From reading the Dungeon Master Guide, it seemed obvious to me that the Players should be aware of the fact that their PCs are entering a Skill Challenge. What I have read so far on the Net makes this impression stronger.
But, when I began writing myself an adventure, I came to the conclusion that it was not that self-evident. I mean, players should always, whatever the situation, feed the DM with information about the actions of their PC. The DM task is to translate these actions into tests. Now, I can't see what would stop me from making any non-combat encounter a skill challenge. But, if I do, and make the players aware that they go from skill challenge to skill challenge, I run the risk of have left no real place to exert their freedom.
That's why I came to write down most of my adventure as a series of encounters. But I don't want my players to know that they are in a skill challenge.
For example, the first scene in my scenario is fairly straightforward : each PC receives a letter. I wrote the thing as a skill challenge. The goal is to know how to behave to the next scene. If the PC succeeds, he gets a +2 to tests in the next scene (once again seen as a skill challenge), if he fails, he gets a -1 on any test in the next encounter. But, I would like to leave the possibility to the player to simply skip any further skill test to move to the next scene.
What kind of problems would such a way to use skill challenges (making them somehow invisible) will trigger ?
But, when I began writing myself an adventure, I came to the conclusion that it was not that self-evident. I mean, players should always, whatever the situation, feed the DM with information about the actions of their PC. The DM task is to translate these actions into tests. Now, I can't see what would stop me from making any non-combat encounter a skill challenge. But, if I do, and make the players aware that they go from skill challenge to skill challenge, I run the risk of have left no real place to exert their freedom.
That's why I came to write down most of my adventure as a series of encounters. But I don't want my players to know that they are in a skill challenge.
For example, the first scene in my scenario is fairly straightforward : each PC receives a letter. I wrote the thing as a skill challenge. The goal is to know how to behave to the next scene. If the PC succeeds, he gets a +2 to tests in the next scene (once again seen as a skill challenge), if he fails, he gets a -1 on any test in the next encounter. But, I would like to leave the possibility to the player to simply skip any further skill test to move to the next scene.
What kind of problems would such a way to use skill challenges (making them somehow invisible) will trigger ?