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General Tabletop Discussion
*Pathfinder & Starfinder
Skill Challenges: What is the issue with them?
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<blockquote data-quote="FireLance" data-source="post: 4487751" data-attributes="member: 3424"><p>As others have mentioned, skill challenges were probably too difficult at first and probably too easy now.</p><p></p><p>Stalker0 also mentioned the sensitivity to small changes in the PCs' skill modifiers. I believe this is primarily due to one key factor: a skill check that does not succeed counts as a failure. This leads to a number of undesirable (IMO) results:</p><p></p><p>1. Under the old skill challenge system, every character had to make a skill check during each "round" of the skill challenge. A character with poor skill modifiers in the key skills for the challenge was thus a liability to the party. Every time his turn came up, he was more likely to get a failure than a success. The only meaningful way for the character to participate was to try to aid another character's skill checks as that normally had no consequence for failure. Either way, the player feels like his character is a liability, or that he is not contributing much to the party's efforts.</p><p></p><p>2. Under the new skill challenge system, a character can opt not to participate in a skill challenge. Although this addresses the liability issue, it creates another problem: the player is not engaged for that part of the game.</p><p></p><p>I think a better system would be to have separate skill checks to make progress (gain successes) and deal with consequences (accumulate failures). Ideally, the players with higher skill modifiers should be most active in dealing with consequences, but every character ought to be able participate by trying to make progress without worrying that he will hurt the party by doing so.</p></blockquote><p></p>
[QUOTE="FireLance, post: 4487751, member: 3424"] As others have mentioned, skill challenges were probably too difficult at first and probably too easy now. Stalker0 also mentioned the sensitivity to small changes in the PCs' skill modifiers. I believe this is primarily due to one key factor: a skill check that does not succeed counts as a failure. This leads to a number of undesirable (IMO) results: 1. Under the old skill challenge system, every character had to make a skill check during each "round" of the skill challenge. A character with poor skill modifiers in the key skills for the challenge was thus a liability to the party. Every time his turn came up, he was more likely to get a failure than a success. The only meaningful way for the character to participate was to try to aid another character's skill checks as that normally had no consequence for failure. Either way, the player feels like his character is a liability, or that he is not contributing much to the party's efforts. 2. Under the new skill challenge system, a character can opt not to participate in a skill challenge. Although this addresses the liability issue, it creates another problem: the player is not engaged for that part of the game. I think a better system would be to have separate skill checks to make progress (gain successes) and deal with consequences (accumulate failures). Ideally, the players with higher skill modifiers should be most active in dealing with consequences, but every character ought to be able participate by trying to make progress without worrying that he will hurt the party by doing so. [/QUOTE]
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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Skill Challenges: What is the issue with them?
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