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General Tabletop Discussion
*Dungeons & Dragons
skill challenges?
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<blockquote data-quote="Joe Liker" data-source="post: 6397494" data-attributes="member: 6777505"><p>Skill challenges were always boring and awful because the whole process usually degenerated to its bare mechanical bones of repetitively rolling dice and tabulating the results. No one wins at that game. You're letting the dice run the show when the story is supposed to be the focus. </p><p></p><p>To make skill use interesting, the DM needs to give a good explanation of the situation and setting, and then the player needs to give a creative description of how he's using his skill to achieve the goal. If he comes up with a brilliant (or hilarious) idea, the DM can lower the DC or give him advantage on the roll.</p><p></p><p>If you're not doing this back-and-forth conversation, if you're not engaging in creative storytelling, your game is going to be boring, plain and simple. In D&D, the dice are not the game; they are one small tool used to determine random outcomes within the narrative. The narrative is the game. Reward fun; discourage tedium.</p></blockquote><p></p>
[QUOTE="Joe Liker, post: 6397494, member: 6777505"] Skill challenges were always boring and awful because the whole process usually degenerated to its bare mechanical bones of repetitively rolling dice and tabulating the results. No one wins at that game. You're letting the dice run the show when the story is supposed to be the focus. To make skill use interesting, the DM needs to give a good explanation of the situation and setting, and then the player needs to give a creative description of how he's using his skill to achieve the goal. If he comes up with a brilliant (or hilarious) idea, the DM can lower the DC or give him advantage on the roll. If you're not doing this back-and-forth conversation, if you're not engaging in creative storytelling, your game is going to be boring, plain and simple. In D&D, the dice are not the game; they are one small tool used to determine random outcomes within the narrative. The narrative is the game. Reward fun; discourage tedium. [/QUOTE]
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