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So...Skill Challenges
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<blockquote data-quote="Sunseeker" data-source="post: 6976071"><p>Whenever a player says "I roll diplomacy." I immediately interject "For what?" After a while it tends to set in that they need to say something like "I want to make a diplomacy check to try to convince the guards we're friends." The roll of the dice and the skills of the character are <em>always</em> the filter through which the players statements get translated.</p><p></p><p>In any case, skill <em>challenges</em> are usually obvious, like a fight. You <em>know</em> when a situation is about to turn ugly, skills are the same way. Just the resolution mechanic is via non-combat skills instead of combat skills (though there are times where that is player's choice). Every DM has to train their players to make skill checks in the way that DM prefers. Some DMs are cool with "I roll diplomacy, is he nice now?" some DMs aren't. I'm personally not picky. Finding words is hard and even if their character is very diplomatic, the player may not be.</p><p></p><p>Is there a good way to get your players to tell you want they want to do without rolling dice to do it? Yeah, take their dice away. You don't need to <em>physically</em> take their dice, but basically deny their rolls. If a player goes "I roll to hit!" then you just disregard whatever they roll until they say "I swing my axe at it!" and then you give them permission to roll the dice.</p><p></p><p>Personally, I only use this method with unruly players. If my player intends to attack a target, he'll need to roll the dice. So waiting for me to <em>tell him</em> to roll the dice is just a waste of everyone's time. It's easier for me to fudge the resolution behind the scene than to make him wait for permission. If I want the outcome to be something different than what the dice prescribe, I'll just make that outcome happen anyway.</p><p></p><p>One thing to note: 4E was <em>huge</em> on player empowerment. They <em>wanted</em> players to declare their action and <strong>do it</strong>. Not wait for the DM to give them permission to do it, or wait for the DM to resolve their action. 4E was big on "if it says you can do it, you can do it." with a DM taking a more reactionary posture to what the player just did, instead of a prescriptive posture in determining what was allowed to take place. I understand this is a big divergence from earlier editions.</p></blockquote><p></p>
[QUOTE="Sunseeker, post: 6976071"] Whenever a player says "I roll diplomacy." I immediately interject "For what?" After a while it tends to set in that they need to say something like "I want to make a diplomacy check to try to convince the guards we're friends." The roll of the dice and the skills of the character are [I]always[/I] the filter through which the players statements get translated. In any case, skill [I]challenges[/I] are usually obvious, like a fight. You [I]know[/I] when a situation is about to turn ugly, skills are the same way. Just the resolution mechanic is via non-combat skills instead of combat skills (though there are times where that is player's choice). Every DM has to train their players to make skill checks in the way that DM prefers. Some DMs are cool with "I roll diplomacy, is he nice now?" some DMs aren't. I'm personally not picky. Finding words is hard and even if their character is very diplomatic, the player may not be. Is there a good way to get your players to tell you want they want to do without rolling dice to do it? Yeah, take their dice away. You don't need to [I]physically[/I] take their dice, but basically deny their rolls. If a player goes "I roll to hit!" then you just disregard whatever they roll until they say "I swing my axe at it!" and then you give them permission to roll the dice. Personally, I only use this method with unruly players. If my player intends to attack a target, he'll need to roll the dice. So waiting for me to [I]tell him[/I] to roll the dice is just a waste of everyone's time. It's easier for me to fudge the resolution behind the scene than to make him wait for permission. If I want the outcome to be something different than what the dice prescribe, I'll just make that outcome happen anyway. One thing to note: 4E was [I]huge[/I] on player empowerment. They [I]wanted[/I] players to declare their action and [B]do it[/B]. Not wait for the DM to give them permission to do it, or wait for the DM to resolve their action. 4E was big on "if it says you can do it, you can do it." with a DM taking a more reactionary posture to what the player just did, instead of a prescriptive posture in determining what was allowed to take place. I understand this is a big divergence from earlier editions. [/QUOTE]
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