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Skill Challenges: Please stop
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<blockquote data-quote="Barastrondo" data-source="post: 5465001" data-attributes="member: 3820"><p>That seems more like an argument against skill checks as a general rule than the concept of bundling them together into skill challenges. With a challenge, essentially you're providing some buffers against one failure meaning complete failure, and you're also providing ample room for mitigating rolls: for instance, making Insight checks to add to the next Diplomacy roll. </p><p></p><p>That said, I do understand the worry about picking up the dice, betrayers that they are -- though when I see that kind of anxiety, I see it in regards to <em>everything</em> involving dice, including combat. That's why I tend to frame skill checks like Diplomacy as generally a chance to get something better than roleplay alone would provide, complete with a smaller chance to screw things up worse than your roleplay alone could get you. So, for instance, roleplay may turn a wary and suspicious sheriff into someone willing to look the other way. If you're willing to use the skill set, you might turn him into an outright ally, or alienate him further. Of course, you can also achieve either of those latter goals "the long way" -- if you have time to work on his trust, or the inclination to deliberately offend the fellow.</p></blockquote><p></p>
[QUOTE="Barastrondo, post: 5465001, member: 3820"] That seems more like an argument against skill checks as a general rule than the concept of bundling them together into skill challenges. With a challenge, essentially you're providing some buffers against one failure meaning complete failure, and you're also providing ample room for mitigating rolls: for instance, making Insight checks to add to the next Diplomacy roll. That said, I do understand the worry about picking up the dice, betrayers that they are -- though when I see that kind of anxiety, I see it in regards to [I]everything[/I] involving dice, including combat. That's why I tend to frame skill checks like Diplomacy as generally a chance to get something better than roleplay alone would provide, complete with a smaller chance to screw things up worse than your roleplay alone could get you. So, for instance, roleplay may turn a wary and suspicious sheriff into someone willing to look the other way. If you're willing to use the skill set, you might turn him into an outright ally, or alienate him further. Of course, you can also achieve either of those latter goals "the long way" -- if you have time to work on his trust, or the inclination to deliberately offend the fellow. [/QUOTE]
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