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General Tabletop Discussion
*Pathfinder & Starfinder
Sucking the Life Out of Skill Challenges
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<blockquote data-quote="Wednesday Boy" data-source="post: 5970361" data-attributes="member: 53678"><p>I've seen this happen most often when the situation that the players are in doesn't change between skill checks. For instance during an infiltration through a city skill challenge the GM lays the scene, the first player says they're sneaking between the buildings, and the GM has them roll stealth. The GM describes the PCs sneaking along then goes onto player two's turn without changing the situation based on player one's roll, so player two will try to sneak too.</p><p> </p><p>If the GM changes the dynamic of the skill challenge or gives the players something to react to, I think using different skills is promoted. For example success on player one's stealth might result in the party sneaking behind a contingent of guards who are talking amongst themselves while failure on player one's stealth might lead the party to a dead end alley with the sound of the guards' voices coming their way.</p><p> </p><p></p><p> </p><p>Not to say you're wrong but what I took away from 4E's general advice on failing skill challenges was that failure should complicate the PCs' situation but shouldn't stymie the plot. Failure can hurt a lot but shouldn't grind the story to a halt.</p><p> </p><p>On a side note, I think the players have a responsibility <span style="font-size: 9px">(that sounds way too strict but I can't think of a better way to say it)</span> to roleplay their characters' natural inclinations instead of playing off of their character sheet--even if that means failing on a skill check. If the cleric is about to be spotted by some guards they should be okay with failing their stealth check instead of trying to finagle some use of Religion because it's better than Stealth on their character sheet.</p></blockquote><p></p>
[QUOTE="Wednesday Boy, post: 5970361, member: 53678"] I've seen this happen most often when the situation that the players are in doesn't change between skill checks. For instance during an infiltration through a city skill challenge the GM lays the scene, the first player says they're sneaking between the buildings, and the GM has them roll stealth. The GM describes the PCs sneaking along then goes onto player two's turn without changing the situation based on player one's roll, so player two will try to sneak too. If the GM changes the dynamic of the skill challenge or gives the players something to react to, I think using different skills is promoted. For example success on player one's stealth might result in the party sneaking behind a contingent of guards who are talking amongst themselves while failure on player one's stealth might lead the party to a dead end alley with the sound of the guards' voices coming their way. Not to say you're wrong but what I took away from 4E's general advice on failing skill challenges was that failure should complicate the PCs' situation but shouldn't stymie the plot. Failure can hurt a lot but shouldn't grind the story to a halt. On a side note, I think the players have a responsibility [SIZE=1](that sounds way too strict but I can't think of a better way to say it)[/SIZE] to roleplay their characters' natural inclinations instead of playing off of their character sheet--even if that means failing on a skill check. If the cleric is about to be spotted by some guards they should be okay with failing their stealth check instead of trying to finagle some use of Religion because it's better than Stealth on their character sheet. [/QUOTE]
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Sucking the Life Out of Skill Challenges
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