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The skill system is one dimensional.
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<blockquote data-quote="DEFCON 1" data-source="post: 9099079" data-attributes="member: 7006"><p>I agree with you. Minigiant's format appears to me to be that "Skill System Mini-Game" I talked about originally that was nothing that I wanted. Reason being that the players spend more time looking at the rules and mechanics of the system, rather than just interacting with the DM in character (1st person, 3rd person, doesn't matter). I'm of the opinion that the players describe what their characters do or how they act or what they say to accomplish their goal, and if the DM feels a check is necessary, they will call for one (and it will get rolled). Then the DM will narrate the next section of what is occurring based upon the results.</p><p></p><p>That may very well end the "challenge" right there. The players made a strong choice, came up with a great idea, and the roll made for it was also extremely successful. So the DM says they got what they wanted only after a single roll. That to me is absolutely fine! We don't need to go through the additional rigamarole of looking for three more "successes" because the Skill Challenge Mini-Game requires it. It's a waste of time and again turns the focus away from the narrative into just scanning your character sheet trying to find skill buttons to push.</p><p></p><p>Now do a I think that a less-experienced DM who might not know how or when to end a scene, could benefit from the '4 successes before 3 failures" model? Sure! It's an easy way to remember what it can take to successfully achieve a goal, and it also gives less-experienced players a way to guide them towards roleplaying actions that are trying achieve that goal. The DM says "describe for me what you want to do to maximize your chances of climbing up and over that 30 foot castle wall, and if four of your ideas succeed before three do not, you will accomplish it." The players now have signposts to follow on their way to learning how to describe actions towards goals without even needing to be prompted by the DM.</p><p></p><p>(And I think it is important to note that I specifically said "four ideas" to succeed and not "four skill checks". We want the ideas (as part of the narrative and story of the scene) to be the thing the players are trying to come up with... not four numbers on their character sheet to go searching for. That just completely separates the game out from the story and there's no longer a point to having the story in the first place.)</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 9099079, member: 7006"] I agree with you. Minigiant's format appears to me to be that "Skill System Mini-Game" I talked about originally that was nothing that I wanted. Reason being that the players spend more time looking at the rules and mechanics of the system, rather than just interacting with the DM in character (1st person, 3rd person, doesn't matter). I'm of the opinion that the players describe what their characters do or how they act or what they say to accomplish their goal, and if the DM feels a check is necessary, they will call for one (and it will get rolled). Then the DM will narrate the next section of what is occurring based upon the results. That may very well end the "challenge" right there. The players made a strong choice, came up with a great idea, and the roll made for it was also extremely successful. So the DM says they got what they wanted only after a single roll. That to me is absolutely fine! We don't need to go through the additional rigamarole of looking for three more "successes" because the Skill Challenge Mini-Game requires it. It's a waste of time and again turns the focus away from the narrative into just scanning your character sheet trying to find skill buttons to push. Now do a I think that a less-experienced DM who might not know how or when to end a scene, could benefit from the '4 successes before 3 failures" model? Sure! It's an easy way to remember what it can take to successfully achieve a goal, and it also gives less-experienced players a way to guide them towards roleplaying actions that are trying achieve that goal. The DM says "describe for me what you want to do to maximize your chances of climbing up and over that 30 foot castle wall, and if four of your ideas succeed before three do not, you will accomplish it." The players now have signposts to follow on their way to learning how to describe actions towards goals without even needing to be prompted by the DM. (And I think it is important to note that I specifically said "four ideas" to succeed and not "four skill checks". We want the ideas (as part of the narrative and story of the scene) to be the thing the players are trying to come up with... not four numbers on their character sheet to go searching for. That just completely separates the game out from the story and there's no longer a point to having the story in the first place.) [/QUOTE]
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