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The D&D Experience (or, All Roads lead to Rome)
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<blockquote data-quote="MrMyth" data-source="post: 5456583" data-attributes="member: 61155"><p>It's a common way to run them, but not the only way, and not really the intent of the skill challenge rules - the method you describe is a byproduct of the risk/reward system, while I think the goal of Skill Challenges is to roleplay a scene first, and give rewards out based on the rolls that naturally occured during it. </p><p> </p><p></p><p> </p><p>Actually, DMG2 presents guidelines on giving out XP for roleplaying alone. Basically giving you a way, if your players have one combat every few sessions, to still regularly reward xp (beyond the amount given by skill challenges and quest rewards). </p><p> </p><p>It should be noted that the system is not for rewarding 'good' roleplay (given how subjective such a thing is), but for rewarding <em>productive</em> roleplaying. If the party spends an hour overcoming some obstacle (the collapsed tree blocking the path; the debate in the king's court; finding the thief who ran off with the Wand of Wonder and is causing chaos in town; etc)... then, even if no skills were rolled or attacks made, we have some guidelines for how much xp those accomplishments are worth. </p><p> </p><p>The final note, of course, is that this is an optional system. Asking whether 4E 'rewards roleplaying' is honestly a meaningless question - the reward for roleplaying, in general, <em>is the act itself</em>. It is an approach you are taking to the game and a way to enjoy it, and being able to play the game in that fashion is not part of the journey, it <em>is the goal</em>. </p><p> </p><p>Roleplaying will almost certainly result in both rewards and predicaments, depending on what the players do and how the DM responds. That's the nature of the game. 4E doesn't 'reward' roleplaying in the sense that it doesn't offer artificial incentives to steer people towards a certain style of roleplaying - what it instead does is offer tools for the DM to make roleplaying a smooth and engaging part of the session. </p><p> </p><p>Those tools include both the skill challenge system (albeit in concept more than execution), as well as such guidelines as the DMG2 XP system to allow a group that <em>is </em>heavily focused on roleplaying to still feel the boons of character advancement. Along with simply the advice in the books themselves, and various other tips and tricks featured, especially in DMG2.</p></blockquote><p></p>
[QUOTE="MrMyth, post: 5456583, member: 61155"] It's a common way to run them, but not the only way, and not really the intent of the skill challenge rules - the method you describe is a byproduct of the risk/reward system, while I think the goal of Skill Challenges is to roleplay a scene first, and give rewards out based on the rolls that naturally occured during it. Actually, DMG2 presents guidelines on giving out XP for roleplaying alone. Basically giving you a way, if your players have one combat every few sessions, to still regularly reward xp (beyond the amount given by skill challenges and quest rewards). It should be noted that the system is not for rewarding 'good' roleplay (given how subjective such a thing is), but for rewarding [I]productive[/I] roleplaying. If the party spends an hour overcoming some obstacle (the collapsed tree blocking the path; the debate in the king's court; finding the thief who ran off with the Wand of Wonder and is causing chaos in town; etc)... then, even if no skills were rolled or attacks made, we have some guidelines for how much xp those accomplishments are worth. The final note, of course, is that this is an optional system. Asking whether 4E 'rewards roleplaying' is honestly a meaningless question - the reward for roleplaying, in general, [I]is the act itself[/I]. It is an approach you are taking to the game and a way to enjoy it, and being able to play the game in that fashion is not part of the journey, it [I]is the goal[/I]. Roleplaying will almost certainly result in both rewards and predicaments, depending on what the players do and how the DM responds. That's the nature of the game. 4E doesn't 'reward' roleplaying in the sense that it doesn't offer artificial incentives to steer people towards a certain style of roleplaying - what it instead does is offer tools for the DM to make roleplaying a smooth and engaging part of the session. Those tools include both the skill challenge system (albeit in concept more than execution), as well as such guidelines as the DMG2 XP system to allow a group that [I]is [/I]heavily focused on roleplaying to still feel the boons of character advancement. Along with simply the advice in the books themselves, and various other tips and tricks featured, especially in DMG2. [/QUOTE]
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