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Skill Challenges: Please stop
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<blockquote data-quote="AbdulAlhazred" data-source="post: 5466223" data-attributes="member: 82106"><p>Right, exactly what I've been saying. Do it just like combat. Pick an action, roll a check, narrate the results. In an SC this will be more back-and-forth than using some standard power in a combat, but the general concept works fine.</p><p></p><p>And call me old school if you want, but I want dice in my peanut butter. Remember, there are static DCs and passive checks for "the perceptive cleric spots something" that doesn't need dice, that's exactly what it is there for. Active checks OTOH are the players driving the game through the agency of their characters. Sure, fate is involved. There are also a lot of unquantifiable factors in any reasonably complex action. Like I said above, you can definitely work a success or failure in a lot of different ways, and it can spin into all sorts of possible new avenues. </p><p></p><p>One thing that helps a lot is for the DM to have a fair amount of detail to his notes about a situation, especially a social one. There should be a number of NPCs potentially involved, different motivations, various little details that the players can latch onto and use to hang narrative off of, etc. For example, in Convincing the Duke:</p><p></p><p>Put a painting on the wall. Describe the rather threadbare condition of the room's furnishings. Have a priggish advisor that doesn't like the cleric's patron god. Have the Duke's daughter burst in to complain about her wardrobe for the big ball tomorrow. Any of that plus a sentence on the other 4 people in the room's personality and one on their motivations or needs. Then you will have a LOT less problems with the SC. It will just FLOW if you let it.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 5466223, member: 82106"] Right, exactly what I've been saying. Do it just like combat. Pick an action, roll a check, narrate the results. In an SC this will be more back-and-forth than using some standard power in a combat, but the general concept works fine. And call me old school if you want, but I want dice in my peanut butter. Remember, there are static DCs and passive checks for "the perceptive cleric spots something" that doesn't need dice, that's exactly what it is there for. Active checks OTOH are the players driving the game through the agency of their characters. Sure, fate is involved. There are also a lot of unquantifiable factors in any reasonably complex action. Like I said above, you can definitely work a success or failure in a lot of different ways, and it can spin into all sorts of possible new avenues. One thing that helps a lot is for the DM to have a fair amount of detail to his notes about a situation, especially a social one. There should be a number of NPCs potentially involved, different motivations, various little details that the players can latch onto and use to hang narrative off of, etc. For example, in Convincing the Duke: Put a painting on the wall. Describe the rather threadbare condition of the room's furnishings. Have a priggish advisor that doesn't like the cleric's patron god. Have the Duke's daughter burst in to complain about her wardrobe for the big ball tomorrow. Any of that plus a sentence on the other 4 people in the room's personality and one on their motivations or needs. Then you will have a LOT less problems with the SC. It will just FLOW if you let it. [/QUOTE]
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