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General Tabletop Discussion
*Pathfinder & Starfinder
Skill Challenges : invisible ones ?
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<blockquote data-quote="Hussar" data-source="post: 5388949" data-attributes="member: 22779"><p>Note, I do not own the DMG 2, so quoting the book to me gets you nowhere. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p></p><p></p><p>No, they are not entwined. They are discreet events that are lined up in succession. I must succeed (or fail) at one to proceed to the next one. Granted, my success or failure might impact the next part of the skill challenge, but, then again, it might not. </p><p></p><p>For example, in the crevasse example above, until such time as I cross that crevasse, I CANNOT get to the moon door. We have two separate, linear events. I must do A to proceed to B and then to C and then to D. Success or failure at any point will make it easier or more difficult at the next step, but, at no point can I simply jump from A to D.</p><p></p><p>OTOH, in my example, of the more compact skill challenge, the players can try any number of options simultaneously, some of which may open up further options on success.</p><p></p><p>I guess I just really dislike the linear nature of what you're outlining here. It's not a gamist thing. I just don't see skill challenges as being anywhere near that linear in nature. I should be able to have a skill challenge where any number (well limited by the number of players) of options can be undertaken at the same time in order to achieve the over arching goal.</p></blockquote><p></p>
[QUOTE="Hussar, post: 5388949, member: 22779"] Note, I do not own the DMG 2, so quoting the book to me gets you nowhere. :D No, they are not entwined. They are discreet events that are lined up in succession. I must succeed (or fail) at one to proceed to the next one. Granted, my success or failure might impact the next part of the skill challenge, but, then again, it might not. For example, in the crevasse example above, until such time as I cross that crevasse, I CANNOT get to the moon door. We have two separate, linear events. I must do A to proceed to B and then to C and then to D. Success or failure at any point will make it easier or more difficult at the next step, but, at no point can I simply jump from A to D. OTOH, in my example, of the more compact skill challenge, the players can try any number of options simultaneously, some of which may open up further options on success. I guess I just really dislike the linear nature of what you're outlining here. It's not a gamist thing. I just don't see skill challenges as being anywhere near that linear in nature. I should be able to have a skill challenge where any number (well limited by the number of players) of options can be undertaken at the same time in order to achieve the over arching goal. [/QUOTE]
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Skill Challenges : invisible ones ?
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