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Skill Challenges: Please stop
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<blockquote data-quote="kaomera" data-source="post: 5467768" data-attributes="member: 38357"><p>IMO one of the things that skill challenges could use would be a "challenges book", in much the same vein as the Monster Manuals.</p><p></p><p>One other thing: I've seen a number of suggestions to simply not announce a skill challenge / run the mechanics in the background, and I'm not sure I see the point of going through all of the extra work to make an actual skill challenge if the players aren't going to engage the thing in a direct mechanical way. It seems more efficient to just run a skill- and roleplay-based encounter, and let the flow of the story determine the outcome, rather than rely on a strict count of successes and failures. I know that when I've tried to run skill challenges this way we seem to either end up running out of avenues the players actually want to explore before the skill challenge is over (or they just get involved in unrelated stuff), or else it ends and there's still related (but now kind of redundant) stuff that the players want to do. And I've ended up just giving the PCs a pass on a few occasions because the players came up with something that should just work, or wrote the thing out of the story when they just never got interested in what was going on in the challenge.</p></blockquote><p></p>
[QUOTE="kaomera, post: 5467768, member: 38357"] IMO one of the things that skill challenges could use would be a "challenges book", in much the same vein as the Monster Manuals. One other thing: I've seen a number of suggestions to simply not announce a skill challenge / run the mechanics in the background, and I'm not sure I see the point of going through all of the extra work to make an actual skill challenge if the players aren't going to engage the thing in a direct mechanical way. It seems more efficient to just run a skill- and roleplay-based encounter, and let the flow of the story determine the outcome, rather than rely on a strict count of successes and failures. I know that when I've tried to run skill challenges this way we seem to either end up running out of avenues the players actually want to explore before the skill challenge is over (or they just get involved in unrelated stuff), or else it ends and there's still related (but now kind of redundant) stuff that the players want to do. And I've ended up just giving the PCs a pass on a few occasions because the players came up with something that should just work, or wrote the thing out of the story when they just never got interested in what was going on in the challenge. [/QUOTE]
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