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Skill Challenges: Please stop
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<blockquote data-quote="jbear" data-source="post: 5465261" data-attributes="member: 75065"><p>Err ... not buying it.</p><p></p><p>A wizard with 3 Strength should consider leaving Kord out of this. They've never talked before. Why would kord listen to him now.</p><p></p><p>He'd be better served trying to get that rock off the barbarian using his arcane skills and powers because he might have a chance of success. </p><p></p><p>To be honest the game wouldn't be as fun if player description automatically resulted in success. The group had a roof collapsed on their head two sessions ago. The ranger was the only one on the outside clearing rubble. You would adjudicate that regardless of the ranger's strength and skill she would have done so successfully if she had offered a prayer to an appropriate god and expressed her desire to save her fellow adventurers. Meh. This wasn't even a skill challenge but I allowed the PCs to make checks to speed up the rubble clearing because time is an issue at the moment. The archer rolled a critical 1 and so I ruled that she had caused a secondary collapse catching herself in the falling debris and the old man they had recently rescued who had come to help her clear the rubble. She quickly got out from the blocks but the old man was pinned and unconcious. </p><p>At this stage again by your method she would have offered a second prayer and described how badly she wanted to rescue the poor old codger to avoid dealing with her 10 Strength. Actually the second collapse never would have happened by your method. Well as she lifted the heavy stone from his chest she rolled a second critical 1 and dropped it down on his already damaged ribs, crushing him and killing him. I assure you this was fun. So far the PCs have rescued 3 NPCs (minor quest on present mission), one is in a catatonic state, another is a complaining old bag who criticises everything they do and the only useful one the archer crushed beneath a rock. So now they have a dead body to lug around. </p><p></p><p>So how would your 'don't roll dice' method have added to anything be it for better or worse to the situation? How would it have been more fun?</p><p></p><p>If you simply said 'as you dig at the rubble the roof begins to collapse in on you again, you and the old man are struck by the falling rubble and are trapped beneath their crushing weight' (whisper* sorry mick, your prayer to Kord wasn't very convincing) i might feel a bit annoyed but i'd deal with it. But when the stone slips out of my hand and crushes the life out of the old fullah (whisper* need to work on your descriptions Mick, things will go better for you) I'd be beyond frustrated.</p><p></p><p>I guess the dice rolling helps randomly control my meddling with player actions and the results achieved by their best intentions. That is a great element of fun for me. Things don't always go the way the players want or expect, hell, not even I know what is going to happen. And that keeps things fun for me.</p></blockquote><p></p>
[QUOTE="jbear, post: 5465261, member: 75065"] Err ... not buying it. A wizard with 3 Strength should consider leaving Kord out of this. They've never talked before. Why would kord listen to him now. He'd be better served trying to get that rock off the barbarian using his arcane skills and powers because he might have a chance of success. To be honest the game wouldn't be as fun if player description automatically resulted in success. The group had a roof collapsed on their head two sessions ago. The ranger was the only one on the outside clearing rubble. You would adjudicate that regardless of the ranger's strength and skill she would have done so successfully if she had offered a prayer to an appropriate god and expressed her desire to save her fellow adventurers. Meh. This wasn't even a skill challenge but I allowed the PCs to make checks to speed up the rubble clearing because time is an issue at the moment. The archer rolled a critical 1 and so I ruled that she had caused a secondary collapse catching herself in the falling debris and the old man they had recently rescued who had come to help her clear the rubble. She quickly got out from the blocks but the old man was pinned and unconcious. At this stage again by your method she would have offered a second prayer and described how badly she wanted to rescue the poor old codger to avoid dealing with her 10 Strength. Actually the second collapse never would have happened by your method. Well as she lifted the heavy stone from his chest she rolled a second critical 1 and dropped it down on his already damaged ribs, crushing him and killing him. I assure you this was fun. So far the PCs have rescued 3 NPCs (minor quest on present mission), one is in a catatonic state, another is a complaining old bag who criticises everything they do and the only useful one the archer crushed beneath a rock. So now they have a dead body to lug around. So how would your 'don't roll dice' method have added to anything be it for better or worse to the situation? How would it have been more fun? If you simply said 'as you dig at the rubble the roof begins to collapse in on you again, you and the old man are struck by the falling rubble and are trapped beneath their crushing weight' (whisper* sorry mick, your prayer to Kord wasn't very convincing) i might feel a bit annoyed but i'd deal with it. But when the stone slips out of my hand and crushes the life out of the old fullah (whisper* need to work on your descriptions Mick, things will go better for you) I'd be beyond frustrated. I guess the dice rolling helps randomly control my meddling with player actions and the results achieved by their best intentions. That is a great element of fun for me. Things don't always go the way the players want or expect, hell, not even I know what is going to happen. And that keeps things fun for me. [/QUOTE]
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