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General Tabletop Discussion
*Pathfinder & Starfinder
Skill challenges - who else likes them as the core non-combat sub-system?
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<blockquote data-quote="pemerton" data-source="post: 5277738" data-attributes="member: 42582"><p>Me also.</p><p></p><p>I've never had this experience. I think it's because my approach in adjudication as a GM is "story/gameworld first, mechanics second" - not in the sense that I ignore the mechanics - I follow these exactly (including the 3 strikes rule) - but in the sense that before a player can make a skill check, they have to have established, through a description of their PC's action, what exactly is going on in the gameworld and how the action their PC is attempting contributes to the overall resolution of the challenge.</p><p></p><p>So aid another doesn't come up all that often, because there's no coherent way for a player to explain what aiding would consist in. This is especially so in social challenges, which are the predominant sort of challenge I've run.</p><p></p><p></p><p>Agreed. My players haven't yet started to approach the tactical issues with quite the same precision as they do combat, however.</p><p></p><p>I've had this - use of an encounter power to take out some sentries in a "sneaking in" skill challenge. I followed the advice in DMG2 and treated it as a +2 bonus to the Stealth check.</p></blockquote><p></p>
[QUOTE="pemerton, post: 5277738, member: 42582"] Me also. I've never had this experience. I think it's because my approach in adjudication as a GM is "story/gameworld first, mechanics second" - not in the sense that I ignore the mechanics - I follow these exactly (including the 3 strikes rule) - but in the sense that before a player can make a skill check, they have to have established, through a description of their PC's action, what exactly is going on in the gameworld and how the action their PC is attempting contributes to the overall resolution of the challenge. So aid another doesn't come up all that often, because there's no coherent way for a player to explain what aiding would consist in. This is especially so in social challenges, which are the predominant sort of challenge I've run. Agreed. My players haven't yet started to approach the tactical issues with quite the same precision as they do combat, however. I've had this - use of an encounter power to take out some sentries in a "sneaking in" skill challenge. I followed the advice in DMG2 and treated it as a +2 bonus to the Stealth check. [/QUOTE]
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Skill challenges - who else likes them as the core non-combat sub-system?
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