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Skill Challenges: New or Old - which is better?
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<blockquote data-quote="Drammattex" data-source="post: 4501671" data-attributes="member: 55363"><p>I'm fine with the errata'd version. I generally want the PCs to succeed so that the adventure can move forward; it's part of saying "yes." When they fail at a challenge, I have to think up a dynamic way for their failure to keep the adventure moving, albeit in a different direction. It's easier on me if they succeed.</p><p></p><p>I like the skill challenge system so far because it's abstract. In fact, a lot of 4e is abstract, which makes it easy for me to put my own flavor in.</p><p></p><p>My main job is storyteller. The way we use the current skill challenge system is something of an improvisation. If it's not a skill challenge that I've come up with beforehand, I listen to what the players want to do and then decide on a complexity, usually determined by how far I think the PCs are trying to bend reality or get away with something unlikely. Since the system is still new, I briefly interrupt the story to tell them that we're doing a skill challenge and that this is the time for them to use their skills in creative ways they can justify. I let them try whatever they want to try, telling them what their chances look like (according to their character's point of view, of course) if I need to. </p><p></p><p>Within the skill challenge, there's a lot of improv. As they succeed and fail, we tack in different directions with the story. Even at the low DCs, I find they're not succeeding at all the skill challenges. A few weeks ago, the gypsy/longshoreman PC blew up the skill challenge by telling tanners they were in negotiation with to "eff themselves" when they made a comment about his race, then he walked away. Not so good for diplomacy. However, that development began to establish his character as a guy who doesn't heed threats or bs. So out of a failed skill challenge, we developed some awesome character stuff that was far more rewarding than a success. </p><p></p><p>Anyway, this is all to say that I prefer a simple, somewhat abstract system. If I don't want the PCs to succeed, I just raise the complexity and the DCs. Even so, I get excited when they succeed at those too.</p></blockquote><p></p>
[QUOTE="Drammattex, post: 4501671, member: 55363"] I'm fine with the errata'd version. I generally want the PCs to succeed so that the adventure can move forward; it's part of saying "yes." When they fail at a challenge, I have to think up a dynamic way for their failure to keep the adventure moving, albeit in a different direction. It's easier on me if they succeed. I like the skill challenge system so far because it's abstract. In fact, a lot of 4e is abstract, which makes it easy for me to put my own flavor in. My main job is storyteller. The way we use the current skill challenge system is something of an improvisation. If it's not a skill challenge that I've come up with beforehand, I listen to what the players want to do and then decide on a complexity, usually determined by how far I think the PCs are trying to bend reality or get away with something unlikely. Since the system is still new, I briefly interrupt the story to tell them that we're doing a skill challenge and that this is the time for them to use their skills in creative ways they can justify. I let them try whatever they want to try, telling them what their chances look like (according to their character's point of view, of course) if I need to. Within the skill challenge, there's a lot of improv. As they succeed and fail, we tack in different directions with the story. Even at the low DCs, I find they're not succeeding at all the skill challenges. A few weeks ago, the gypsy/longshoreman PC blew up the skill challenge by telling tanners they were in negotiation with to "eff themselves" when they made a comment about his race, then he walked away. Not so good for diplomacy. However, that development began to establish his character as a guy who doesn't heed threats or bs. So out of a failed skill challenge, we developed some awesome character stuff that was far more rewarding than a success. Anyway, this is all to say that I prefer a simple, somewhat abstract system. If I don't want the PCs to succeed, I just raise the complexity and the DCs. Even so, I get excited when they succeed at those too. [/QUOTE]
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