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Skill challenges: situation vs system
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<blockquote data-quote="Saeviomagy" data-source="post: 4768320" data-attributes="member: 5890"><p>I think that the overall concept is ok: let the player describe what they want to achieve that contributes to the goal, be flexible in what you allow to contribute and have some sort of concrete ending condition to avoid the whole thing dragging out for too long.</p><p></p><p>Unfortunately the mechanics presented are pretty bad in terms of an enjoyable system. The flexibility is false (ie - the level of punishment exacted for using nonstandard skills is enough to be prohibitive anyway), the concrete ending condition makes little sense, and there isn't enough depth to the system to make it tactical. Given that, it's not surprising it turns into a grindy session of rolling the dice for people who are good at the skill, and creatively avoiding doing so for people who are bad at it.</p><p></p><p>Bleoberis: Personally I think that your first example should actually be multiple skill challenges. Getting into the nobles court, subsequently gaining an audience and finally convincing the noble are big enough tasks that they could be considered seperate encounters.</p><p></p><p>On the other hand: I think you're adding too much detail on the trap department. Personally I don't think that traps should be skill challenges at all: a simple DC should be enough to cope with the disable device roll, and disabling should be a simple task than simply smashing the traps components.</p></blockquote><p></p>
[QUOTE="Saeviomagy, post: 4768320, member: 5890"] I think that the overall concept is ok: let the player describe what they want to achieve that contributes to the goal, be flexible in what you allow to contribute and have some sort of concrete ending condition to avoid the whole thing dragging out for too long. Unfortunately the mechanics presented are pretty bad in terms of an enjoyable system. The flexibility is false (ie - the level of punishment exacted for using nonstandard skills is enough to be prohibitive anyway), the concrete ending condition makes little sense, and there isn't enough depth to the system to make it tactical. Given that, it's not surprising it turns into a grindy session of rolling the dice for people who are good at the skill, and creatively avoiding doing so for people who are bad at it. Bleoberis: Personally I think that your first example should actually be multiple skill challenges. Getting into the nobles court, subsequently gaining an audience and finally convincing the noble are big enough tasks that they could be considered seperate encounters. On the other hand: I think you're adding too much detail on the trap department. Personally I don't think that traps should be skill challenges at all: a simple DC should be enough to cope with the disable device roll, and disabling should be a simple task than simply smashing the traps components. [/QUOTE]
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