Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Skill Challenges: Please stop
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="MarkB" data-source="post: 5465314" data-attributes="member: 40176"><p>Playing and running LFR, I've seen skill challenges running the gamut from great to terrible, and when they're good they can enhance the playing experience greatly - but when they're bad, they can kill it just as readily as a badly-designed combat encounter.</p><p></p><p>At the last convention I attended, I got to experience two LFR scenarios. In the first, the skill challenge - involving pursuing an escaping suspect - was truly terrible, requiring everyone to roll initiative, then act in order, and choosing to miss a turn or even Delay for another player to act was considered a failed check. Options were limited, substituting powers or other actions instead of skill checks was disallowed, and everyone generally felt pressured into trying to do things they weren't good at. Nobody was surprised when the party failed the encounter, but the results of failure were poorly written up, leaving the DM flailing for some way to bring the characters back to the plot.</p><p></p><p>The second scenario presented a skill challenge to investigate the location of an elusive criminal. This time, the presentation was entirely different - the challenge was broken down into stages as the party progressed in their investigation, with multiple alternate paths at each point to accomodate any of several lines of investigation they might pursue, and ways to accomodate other options if players took them. It was broken up with two encounters to keep things interesting, and failure was accommodated in the form of a third encounter which would provide clues to put them back on track (not that it was needed in this case).</p><p></p><p>This is where skill challenges stand or fall. Depending upon who's putting them together and how they do it, a skill challenge can be a constraint upon player creativity, forcing them into taking actions by rote that they don't feel invested in - or it can provide the structural narrative support in which players' creativity can be allowed to flourish, whilst still guiding them towards some defined goal.</p><p></p><p>Basically, skill challenges can suffer from poor encounter design, just like combat encounters. What it takes to make a good one is experience and some good examples to show what works, and what doesn't.</p></blockquote><p></p>
[QUOTE="MarkB, post: 5465314, member: 40176"] Playing and running LFR, I've seen skill challenges running the gamut from great to terrible, and when they're good they can enhance the playing experience greatly - but when they're bad, they can kill it just as readily as a badly-designed combat encounter. At the last convention I attended, I got to experience two LFR scenarios. In the first, the skill challenge - involving pursuing an escaping suspect - was truly terrible, requiring everyone to roll initiative, then act in order, and choosing to miss a turn or even Delay for another player to act was considered a failed check. Options were limited, substituting powers or other actions instead of skill checks was disallowed, and everyone generally felt pressured into trying to do things they weren't good at. Nobody was surprised when the party failed the encounter, but the results of failure were poorly written up, leaving the DM flailing for some way to bring the characters back to the plot. The second scenario presented a skill challenge to investigate the location of an elusive criminal. This time, the presentation was entirely different - the challenge was broken down into stages as the party progressed in their investigation, with multiple alternate paths at each point to accomodate any of several lines of investigation they might pursue, and ways to accomodate other options if players took them. It was broken up with two encounters to keep things interesting, and failure was accommodated in the form of a third encounter which would provide clues to put them back on track (not that it was needed in this case). This is where skill challenges stand or fall. Depending upon who's putting them together and how they do it, a skill challenge can be a constraint upon player creativity, forcing them into taking actions by rote that they don't feel invested in - or it can provide the structural narrative support in which players' creativity can be allowed to flourish, whilst still guiding them towards some defined goal. Basically, skill challenges can suffer from poor encounter design, just like combat encounters. What it takes to make a good one is experience and some good examples to show what works, and what doesn't. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Skill Challenges: Please stop
Top