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Sucking the Life Out of Skill Challenges
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<blockquote data-quote="Syntallah" data-source="post: 5969837" data-attributes="member: 17152"><p>[MENTION=20323]Quickleaf[/MENTION]</p><p>I am sure there is merit, but I do think it is partially my fault as well. For instance, the following are elements from the Ghoul Country Skill Challenge: </p><p></p><p><em>Streetwise</em> (DC 23; maximum of 3 successes): The character is at home in the urban jungle, able to navigate quickly through the maze of streets and alleys</p><p></p><p><em>Perception</em> (DC 16; maximum of 3 successes):</p><p>Keeping an ear to the ground and an eye out for lurking ghouls, the character steers the party around potential pitfalls and encounters.</p><p></p><p>I know I don’t do a good job of narrating the successes / failures of the checks, and I wonder if I am not setting the stage well enough. </p><p> </p><p>After I set the stage, I ask “what do you do?”, and wait for the players to announce their actions. When one of my players states/asks something that seems to fall in with the listed skills, I call for a check. Problem is that my players usually just sit there not knowing what to do, especially if they think that they have no skills that apply (e.g. only one of the PCs is trained in stealth). So, should I read fluff entries of the various skills out loud first and let the players jump on that? Seems like if I do that, I might as well just list the skills that apply and let the rolls fall, thereby cheapening the whole thing. But if I don’t prod them, I get the blank-stare-grindfest. Also, how do I deal with the whole max check mechanic (i.e. Perception: max 3 successes). Definitely the old Kobiashi Maru…</p><p></p><p></p><p></p><p></p><p> [MENTION=1165](Psi)SeveredHead[/MENTION]</p><p>And this is the other half of the problem. As soon as it became apparent that Stealth checks were important, the bulk of my players shut down because their stealthiness is minimal at best.</p></blockquote><p></p>
[QUOTE="Syntallah, post: 5969837, member: 17152"] [MENTION=20323]Quickleaf[/MENTION] I am sure there is merit, but I do think it is partially my fault as well. For instance, the following are elements from the Ghoul Country Skill Challenge: [I]Streetwise[/I] (DC 23; maximum of 3 successes): The character is at home in the urban jungle, able to navigate quickly through the maze of streets and alleys [I]Perception[/I] (DC 16; maximum of 3 successes): Keeping an ear to the ground and an eye out for lurking ghouls, the character steers the party around potential pitfalls and encounters. I know I don’t do a good job of narrating the successes / failures of the checks, and I wonder if I am not setting the stage well enough. After I set the stage, I ask “what do you do?”, and wait for the players to announce their actions. When one of my players states/asks something that seems to fall in with the listed skills, I call for a check. Problem is that my players usually just sit there not knowing what to do, especially if they think that they have no skills that apply (e.g. only one of the PCs is trained in stealth). So, should I read fluff entries of the various skills out loud first and let the players jump on that? Seems like if I do that, I might as well just list the skills that apply and let the rolls fall, thereby cheapening the whole thing. But if I don’t prod them, I get the blank-stare-grindfest. Also, how do I deal with the whole max check mechanic (i.e. Perception: max 3 successes). Definitely the old Kobiashi Maru… [MENTION=1165](Psi)SeveredHead[/MENTION] And this is the other half of the problem. As soon as it became apparent that Stealth checks were important, the bulk of my players shut down because their stealthiness is minimal at best. [/QUOTE]
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