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The Problem with Skill Challenges and a Solution I Use
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<blockquote data-quote="Rhenny" data-source="post: 6176879" data-attributes="member: 18333"><p>I like all of the ideas that have to do with taking 10 and adding bonuses, yet, with D&DNext I feel that there is an attempt to get away from the numbers. One of the joys I'm finding DMing Next is that I don't need to worry so much about finding and adding bonuses or penalties to rolls. It has freed me up to really narrate and make the game flow more smoothly. (advantage/disadvantage as an example)</p><p></p><p>For me, if the player wants to push against a door that an Orc is holding closed, I can do it by just deciding straight up, that will be a moderate check (DC 15 because the Orc has a really good position and has prepared himself for the PC attempt....or I could say DC 10 because the Orc is just leaning on the door, not really digging in). Then the player rolls the d20 and adds strength modifier, and it is done. The key is, I don't have to look at the Orc stat block to determine its strength or decide what bonuses to apply. It becomes a quicker more intuitive decision that keeps the game moving very quickly. </p><p></p><p>In terms of the sense motive checks, I still find it tough to decide how much to "act" and how much to "tell", but at least if I set the DC based on what I determine the NPC/monster to be like, it just makes more sense to me. Not all NPC or monsters will have a DC 25....just ones that are used to being deceptive. Oh...here's another problem with sense motive....when a PC who isn't used to dealing with Lizardmen, interacts with a Lizardman, how will the PC know what body movements, facial expressions, tells and ticks indicate different dispositions? I find it much easier as a DM to set a DC of 20 or 25 in situations like that rather than applying a penalty to the PC player's roll. And, since I can set the DC for that situation, I feel it is just more consistent to set DCs for nearly all interaction, exploration, action resolution attempts. Does that make sense?</p></blockquote><p></p>
[QUOTE="Rhenny, post: 6176879, member: 18333"] I like all of the ideas that have to do with taking 10 and adding bonuses, yet, with D&DNext I feel that there is an attempt to get away from the numbers. One of the joys I'm finding DMing Next is that I don't need to worry so much about finding and adding bonuses or penalties to rolls. It has freed me up to really narrate and make the game flow more smoothly. (advantage/disadvantage as an example) For me, if the player wants to push against a door that an Orc is holding closed, I can do it by just deciding straight up, that will be a moderate check (DC 15 because the Orc has a really good position and has prepared himself for the PC attempt....or I could say DC 10 because the Orc is just leaning on the door, not really digging in). Then the player rolls the d20 and adds strength modifier, and it is done. The key is, I don't have to look at the Orc stat block to determine its strength or decide what bonuses to apply. It becomes a quicker more intuitive decision that keeps the game moving very quickly. In terms of the sense motive checks, I still find it tough to decide how much to "act" and how much to "tell", but at least if I set the DC based on what I determine the NPC/monster to be like, it just makes more sense to me. Not all NPC or monsters will have a DC 25....just ones that are used to being deceptive. Oh...here's another problem with sense motive....when a PC who isn't used to dealing with Lizardmen, interacts with a Lizardman, how will the PC know what body movements, facial expressions, tells and ticks indicate different dispositions? I find it much easier as a DM to set a DC of 20 or 25 in situations like that rather than applying a penalty to the PC player's roll. And, since I can set the DC for that situation, I feel it is just more consistent to set DCs for nearly all interaction, exploration, action resolution attempts. Does that make sense? [/QUOTE]
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