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Skill Challenges: Please stop
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<blockquote data-quote="AbdulAlhazred" data-source="post: 5468596" data-attributes="member: 82106"><p>I think you're casting it as 'pedestrian' and making it about "fighting off bugs". I don't think that's the way it went at the table, though I obviously wasn't there. Personally I think if the swamp itself is a serious bad-assed thing then spending 5 or 10 minutes on it and make 2-3 skill checks doesn't really convey that at all. It sounds to me like there were interesting things that happen along the way, some encounters, etc. I don't get the impression that it was 90 minutes of making endless die rolls. </p><p></p><p>Personally I'd find running it in old school fashion with wandering monsters and a hex map where the party wanders around trying to find their way with random encounter checks and rolls to see which way you blunder along would be boring after a while. Making it a bit more abstract and leveraging the SC framework to do that doesn't sound like a bad idea to me. Sure makes things easier to track without materially changing the narrative.</p><p></p><p>I'd note too that the loss of resources could be quite significant. The SC specifies that resting is difficult and only possible in certain situations, so losing HS etc could be a problem for the party.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 5468596, member: 82106"] I think you're casting it as 'pedestrian' and making it about "fighting off bugs". I don't think that's the way it went at the table, though I obviously wasn't there. Personally I think if the swamp itself is a serious bad-assed thing then spending 5 or 10 minutes on it and make 2-3 skill checks doesn't really convey that at all. It sounds to me like there were interesting things that happen along the way, some encounters, etc. I don't get the impression that it was 90 minutes of making endless die rolls. Personally I'd find running it in old school fashion with wandering monsters and a hex map where the party wanders around trying to find their way with random encounter checks and rolls to see which way you blunder along would be boring after a while. Making it a bit more abstract and leveraging the SC framework to do that doesn't sound like a bad idea to me. Sure makes things easier to track without materially changing the narrative. I'd note too that the loss of resources could be quite significant. The SC specifies that resting is difficult and only possible in certain situations, so losing HS etc could be a problem for the party. [/QUOTE]
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