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Stalker0's Obsidian Skill Challenge System (Update: Version 1.1) Now with PDF!!
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<blockquote data-quote="grickherder" data-source="post: 4429614" data-attributes="member: 68043"><p>I would recommend moving the die roll to before the results of the action are described and then have the players describe it based on the result of the die roll. Give them conditions too. For example, someone rolls a 17. It's above the DC to pick the cheap lock on the room they need to search, but not above the DC to gain a success in the skill challenge. You then ask the player to tell you about how they get in and maybe even about what they find in the room, but also about how it does not make any progress towards their aims. </p><p></p><p>If you think about a given use of a skill, it can actually produce a variety of results:</p><p></p><p>1) the task fails and no progress is made towards the goal of the skill challenge</p><p>2) the task succeeds and no progress is made towards the goal of the skill challenge</p><p>3) the task fails and progress is made</p><p>4) the task succeeds and progress is made</p><p>5) the task fails and a new variable/complication is introduced (with progress or not)</p><p>6) the task suceeds and a new variable/complication is introduced (with progress or not)</p><p></p><p>Wether or not the DC of the skill challenge is met determines whether or not overall progress is made, but doesn't necessarily have to determine anything else.</p><p></p><p>The mule sinking is a pretty bad example to go with though. The only people to have dialogue with are each other and a mule and in a crisis situation, that's probably going to result in what? The shouting of orders, cries of warning, soothing words to the mule? Not a lot going on there. In a movie or tv show, I could see the whole scene happening in a silent slow motion sequence. Lots of splattering mud, people shouting, the mule's scared face. Straining, tugging, but interesting dialogue? No way.</p><p></p><p>Not that there's anything wrong with a skill challenge about saving a mule. I think it is an awesome idea. As long as its not just a random complication for no good reason. Skill challenges, successful completed or not, are supposed to drive the story forward. For example, the mule could have been carrying a package they were delivering for a noble/mob boss/sorcerer. Losing that can have far more interesting implications that them just losing a mule and some rations. Or a fortune teller in the last town told them that if they lose one of their number on the next leg of their journey, their fates would be cursed. Now they need to worry about whether or not the mule counts and what it could all mean.</p></blockquote><p></p>
[QUOTE="grickherder, post: 4429614, member: 68043"] I would recommend moving the die roll to before the results of the action are described and then have the players describe it based on the result of the die roll. Give them conditions too. For example, someone rolls a 17. It's above the DC to pick the cheap lock on the room they need to search, but not above the DC to gain a success in the skill challenge. You then ask the player to tell you about how they get in and maybe even about what they find in the room, but also about how it does not make any progress towards their aims. If you think about a given use of a skill, it can actually produce a variety of results: 1) the task fails and no progress is made towards the goal of the skill challenge 2) the task succeeds and no progress is made towards the goal of the skill challenge 3) the task fails and progress is made 4) the task succeeds and progress is made 5) the task fails and a new variable/complication is introduced (with progress or not) 6) the task suceeds and a new variable/complication is introduced (with progress or not) Wether or not the DC of the skill challenge is met determines whether or not overall progress is made, but doesn't necessarily have to determine anything else. The mule sinking is a pretty bad example to go with though. The only people to have dialogue with are each other and a mule and in a crisis situation, that's probably going to result in what? The shouting of orders, cries of warning, soothing words to the mule? Not a lot going on there. In a movie or tv show, I could see the whole scene happening in a silent slow motion sequence. Lots of splattering mud, people shouting, the mule's scared face. Straining, tugging, but interesting dialogue? No way. Not that there's anything wrong with a skill challenge about saving a mule. I think it is an awesome idea. As long as its not just a random complication for no good reason. Skill challenges, successful completed or not, are supposed to drive the story forward. For example, the mule could have been carrying a package they were delivering for a noble/mob boss/sorcerer. Losing that can have far more interesting implications that them just losing a mule and some rations. Or a fortune teller in the last town told them that if they lose one of their number on the next leg of their journey, their fates would be cursed. Now they need to worry about whether or not the mule counts and what it could all mean. [/QUOTE]
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