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Skill Challenges: Please stop
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<blockquote data-quote="Kannik" data-source="post: 5474161" data-attributes="member: 984"><p>Which is pretty much how I run my SCs. KD, this ought to also fall into your request of some actual in-play examples of SCs...</p><p></p><p>This was an ad-hoc on the fly skill challenge I created for my game this past Sunday: </p><p></p><p>The party of three was walking to the docks, when two humanoids jumped down from the rooftops above them and blinked the Monk/Priest and themselves out of existence. This left the Paladin and the Feylock gaping at what just happened. (what just happened was the Monk/Priest had been gated/teleported into a pocket dimension of shadow) I let the players react. </p><p></p><p>The Paladin scanned the area (perception) but could find nothing (poor die roll). The Feylock tasted the air… and tasted magic (arcana roll success). He could tell something was there, and with his help the paladin could see the shadow (no rolls, no successes). The feylock pulled out his special magic dagger (one that deals with teleportation, don’t remember the name <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite7" alt=":p" title="Stick out tongue :p" loading="lazy" data-shortname=":p" />) and jammed it into the hovering shadow, attempting to wrench it open (arcana roll success +1 for cool idea). The paladin channeled one of his radiant encounter powers into the small gap made by the dagger (religion roll for paladin, arcana roll by feylock to guide it, +1 for great use of an encounter power), widening the gap and pulling himself in (second religion roll). The feylock followed with a teleport (arcana) and the battle was joined inside the pocket dimension (already in progress for the Monk/Priest).</p><p></p><p>So it looks like there were 8 successes and 1failure. Similar skills were rolled throughout (perception, religion, arcana) but each use was different, that is, they were called for by me in response to the actions the characters were taking, in this case, searching, tasting (a search of a different way), using a magic item in a way that made sense, using an encounter power that made sense and channeling the power against the shadow walls, climbing or teleporting into the shadow dimension. So it didn’t feel at all like the same skills were being used repetitively and boringly. The players were engaged and tense and excited, and felt a good accomplishment when successful. (and this was considering there were only two PCs participating at the time... I was happy myself it came off well, usually there are more participants)</p><p></p><p>I didn’t announce it was a skill challenge, and I put it together on the spot using the framework to get a sense of how long to let it go, how difficult to make it (I figured around 8 successes) and what DCs to set the skill checks (they were going against equal level opponents, sometimes what they were doing was either easy, med or hard). So I created a scenario and, in this case, adjudicated what the players said they were doing, sometimes calling for skill checks, sometimes just letting it be an auto success (or no success), and going for a certain number of success that was at least 7 and ended logically, and avoiding the 3 failures. </p><p></p><p>SCs I think have ended up as one of those rules frameworks that can be great or poor, depending on how they’re used in the moment. Which is why these threads are great – I’ve learned a lot from everyone’s great SC examples. }:></p><p></p><p>Peace,</p><p></p><p>Kannik</p></blockquote><p></p>
[QUOTE="Kannik, post: 5474161, member: 984"] Which is pretty much how I run my SCs. KD, this ought to also fall into your request of some actual in-play examples of SCs... This was an ad-hoc on the fly skill challenge I created for my game this past Sunday: The party of three was walking to the docks, when two humanoids jumped down from the rooftops above them and blinked the Monk/Priest and themselves out of existence. This left the Paladin and the Feylock gaping at what just happened. (what just happened was the Monk/Priest had been gated/teleported into a pocket dimension of shadow) I let the players react. The Paladin scanned the area (perception) but could find nothing (poor die roll). The Feylock tasted the air… and tasted magic (arcana roll success). He could tell something was there, and with his help the paladin could see the shadow (no rolls, no successes). The feylock pulled out his special magic dagger (one that deals with teleportation, don’t remember the name :P) and jammed it into the hovering shadow, attempting to wrench it open (arcana roll success +1 for cool idea). The paladin channeled one of his radiant encounter powers into the small gap made by the dagger (religion roll for paladin, arcana roll by feylock to guide it, +1 for great use of an encounter power), widening the gap and pulling himself in (second religion roll). The feylock followed with a teleport (arcana) and the battle was joined inside the pocket dimension (already in progress for the Monk/Priest). So it looks like there were 8 successes and 1failure. Similar skills were rolled throughout (perception, religion, arcana) but each use was different, that is, they were called for by me in response to the actions the characters were taking, in this case, searching, tasting (a search of a different way), using a magic item in a way that made sense, using an encounter power that made sense and channeling the power against the shadow walls, climbing or teleporting into the shadow dimension. So it didn’t feel at all like the same skills were being used repetitively and boringly. The players were engaged and tense and excited, and felt a good accomplishment when successful. (and this was considering there were only two PCs participating at the time... I was happy myself it came off well, usually there are more participants) I didn’t announce it was a skill challenge, and I put it together on the spot using the framework to get a sense of how long to let it go, how difficult to make it (I figured around 8 successes) and what DCs to set the skill checks (they were going against equal level opponents, sometimes what they were doing was either easy, med or hard). So I created a scenario and, in this case, adjudicated what the players said they were doing, sometimes calling for skill checks, sometimes just letting it be an auto success (or no success), and going for a certain number of success that was at least 7 and ended logically, and avoiding the 3 failures. SCs I think have ended up as one of those rules frameworks that can be great or poor, depending on how they’re used in the moment. Which is why these threads are great – I’ve learned a lot from everyone’s great SC examples. }:> Peace, Kannik [/QUOTE]
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