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General Tabletop Discussion
*Pathfinder & Starfinder
Skill Challenges : invisible ones ?
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<blockquote data-quote="Hussar" data-source="post: 5389709" data-attributes="member: 22779"><p>Wow, tone down the antagonism a notch here please.</p><p></p><p>Look, I'm not saying that you are wrong. I thought we were discussing here. Or does discussion to Surfarcher mean only agreeing with what you said?</p><p></p><p>The example you gave, as I understood it, was linear. You start at the town and have to find the moon gate. You start out with a skill check to get the direction which leads directly to the crevasse which leads directly to the moon gate. The only non-linear part of this is when you arrive at the moon gate.</p><p></p><p>Since your example did not actually include any other possibilities, I assumed there was none. My bad I suppose. If I fail at the crevasse, I arrive at the gate too late. If I succeed spectacularly well, I arrive early. But, it's linear in that in both cases, I still arrive at the gate.</p><p></p><p>Now, if failure resulted in me going somewhere else, then it would not be linear.</p><p></p><p>Since we're getting all RAW about this, then answer me this: Where in the RAW does it state that skill challenges should be hidden from the players? Where in the RAW does it state that you should not inform your players of the existence of a skill challenge?</p><p></p><p>There's really no need to get fussy here. I'm simply asking questions. I'll admit that my experience with skill challenges is limited, so, I'm basing this a lot off of gut reaction. I have no problems with being wrong. But telling me that I'm just too gamist to understand isn't helping your argument. </p><p></p><p>So, again, I will ask, what is gained by hiding mechanics?</p></blockquote><p></p>
[QUOTE="Hussar, post: 5389709, member: 22779"] Wow, tone down the antagonism a notch here please. Look, I'm not saying that you are wrong. I thought we were discussing here. Or does discussion to Surfarcher mean only agreeing with what you said? The example you gave, as I understood it, was linear. You start at the town and have to find the moon gate. You start out with a skill check to get the direction which leads directly to the crevasse which leads directly to the moon gate. The only non-linear part of this is when you arrive at the moon gate. Since your example did not actually include any other possibilities, I assumed there was none. My bad I suppose. If I fail at the crevasse, I arrive at the gate too late. If I succeed spectacularly well, I arrive early. But, it's linear in that in both cases, I still arrive at the gate. Now, if failure resulted in me going somewhere else, then it would not be linear. Since we're getting all RAW about this, then answer me this: Where in the RAW does it state that skill challenges should be hidden from the players? Where in the RAW does it state that you should not inform your players of the existence of a skill challenge? There's really no need to get fussy here. I'm simply asking questions. I'll admit that my experience with skill challenges is limited, so, I'm basing this a lot off of gut reaction. I have no problems with being wrong. But telling me that I'm just too gamist to understand isn't helping your argument. So, again, I will ask, what is gained by hiding mechanics? [/QUOTE]
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