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Skill Challenges : invisible ones ?
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<blockquote data-quote="surfarcher" data-source="post: 5385056" data-attributes="member: 84774"><p>That's going to make for a <em>horrible</em> challenge.</p><p></p><p></p><p>I'm trying to weave a story based on the player's actions. A well placed spell, a perfectly timed martial display, a particularly good application of a skill at the right moment, greasing the right palm at the right time. All these things are pivotal moments in stories. As is screwing any of those up. </p><p></p><p>That's what <em>successes</em> and <em>failures</em> are, pivotal moments in the story. It doesn't matter if skills are used or something else is used. The PCs expend <em>something</em> to make that pivotal moment come out in their favour.</p><p></p><p>Sometimes the PCs fail and try to make up for it with more expenditure of <em>somethings</em>. Other times they expend extra <em>somethings</em> to steer the situation in their favour before a pivotal moment. The Rules Compendium recognises all of this and puts it under the category of <em>Advantages</em>.</p><p></p><p>So, to me, it's a framework for designing story, accounting progress and measuring success. It's there to help you build a story, support that story and give that story a direction and purpose.</p><p></p><p>For my money that's what a Challenge is about. As soon as you take the story away you revert to a menu of skills that you choose from and it becomes... Well, it becomes just horrible, to be honest.</p><p></p><p></p><p></p><p>Like I said - just horrible, to be honest. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="surfarcher, post: 5385056, member: 84774"] That's going to make for a [i]horrible[/i] challenge. I'm trying to weave a story based on the player's actions. A well placed spell, a perfectly timed martial display, a particularly good application of a skill at the right moment, greasing the right palm at the right time. All these things are pivotal moments in stories. As is screwing any of those up. That's what [i]successes[/i] and [i]failures[/i] are, pivotal moments in the story. It doesn't matter if skills are used or something else is used. The PCs expend [i]something[/i] to make that pivotal moment come out in their favour. Sometimes the PCs fail and try to make up for it with more expenditure of [i]somethings[/i]. Other times they expend extra [i]somethings[/i] to steer the situation in their favour before a pivotal moment. The Rules Compendium recognises all of this and puts it under the category of [i]Advantages[/i]. So, to me, it's a framework for designing story, accounting progress and measuring success. It's there to help you build a story, support that story and give that story a direction and purpose. For my money that's what a Challenge is about. As soon as you take the story away you revert to a menu of skills that you choose from and it becomes... Well, it becomes just horrible, to be honest. Like I said - just horrible, to be honest. :D [/QUOTE]
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Skill Challenges : invisible ones ?
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