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Stalker0's Alternate Core Skill Challenge System: FINAL VERSION 1.8!
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<blockquote data-quote="Lakoda" data-source="post: 4599901" data-attributes="member: 76039"><p>The utility problem is easily solved by knowing your players. If they take non-combat utility powers then reward them periodically with skill challenges that use the primary skill they can buff. But do it once in a while. As a general DM style, if you always do the same thing (even if it is to play to the players' strengths) things get predictable (and stale) and the players can more easily spec for your adventures. If you keep it pretty balanced then they will too and it won't be a big deal. No one remembers the big dumb fighter lifting the heavy object but they certainly remember how he managed to talk the gnome out of shiny - take them out of their element, just bring them back before they get frustrated. Changing the primary skill between segments is a great way to keep them on their toes.</p></blockquote><p></p>
[QUOTE="Lakoda, post: 4599901, member: 76039"] The utility problem is easily solved by knowing your players. If they take non-combat utility powers then reward them periodically with skill challenges that use the primary skill they can buff. But do it once in a while. As a general DM style, if you always do the same thing (even if it is to play to the players' strengths) things get predictable (and stale) and the players can more easily spec for your adventures. If you keep it pretty balanced then they will too and it won't be a big deal. No one remembers the big dumb fighter lifting the heavy object but they certainly remember how he managed to talk the gnome out of shiny - take them out of their element, just bring them back before they get frustrated. Changing the primary skill between segments is a great way to keep them on their toes. [/QUOTE]
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Stalker0's Alternate Core Skill Challenge System: FINAL VERSION 1.8!
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