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General Tabletop Discussion
*Pathfinder & Starfinder
Transparency in Skill Challenges
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<blockquote data-quote="AbdulAlhazred" data-source="post: 4969409" data-attributes="member: 82106"><p>Another way to deal with the knowledge meta-information issue is to give the players a bunch of information and THEN have them roll to see if they can figure out which parts of it are nonsense and which parts are true. Now they won't really know for sure just exactly which information is good and which is not. Granted they'll have an idea overall how well they rolled, but that isn't really so unrealistic. The group talks about Vampires and debates each point and draws on their overall understanding and which items they seem to all agree on and comes to the best conclusion they can. A real world group of people doing that will probably have some reasonable sense of how confident to be in their understanding.</p><p></p><p>As far as skill challenge transparency goes I think I'm fairly close to where Keterys is on that. I'll tell the players its a challenge, though usually just by saying something like "in order to climb down the shaft you'll have to use your climbing skills and find the best path. Additionally there are terrifying haunts floating around in the shaft and it would be easier if you could get them to go away or stop bothering you."</p><p></p><p>We play on a VTT as well. Our play style seems to have naturally evolved to the players talking about what they want to do, describing it to me, then I ask for a roll and tell them what happened. Each action a character takes advances the situation, may introduce new factors, etc. I don't really seem to need to tell them the complexity explicitly or how well they're doing except by description. Things seem to work out pretty naturally that way. We haven't really run into the "everyone starts rolling dice" thing. Once in a while a player will spontaneously toss out a skill check roll and once in a great while its not one that was really appropriate, but in that case I'll just describe it as they tried to do something or thought about doing it and it didn't seem to make sense, or I'll just tell them to make a different roll and ignore the spurious one.</p><p></p><p>I guess I wouldn't be opposed to telling them a complexity value for the SC if someone really insisted on it. If there are special rules for certain skills I'll explain what those are when they ask, but again usually describing the situation well gives the players a pretty good idea of what sort of result they'll get from a given action.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 4969409, member: 82106"] Another way to deal with the knowledge meta-information issue is to give the players a bunch of information and THEN have them roll to see if they can figure out which parts of it are nonsense and which parts are true. Now they won't really know for sure just exactly which information is good and which is not. Granted they'll have an idea overall how well they rolled, but that isn't really so unrealistic. The group talks about Vampires and debates each point and draws on their overall understanding and which items they seem to all agree on and comes to the best conclusion they can. A real world group of people doing that will probably have some reasonable sense of how confident to be in their understanding. As far as skill challenge transparency goes I think I'm fairly close to where Keterys is on that. I'll tell the players its a challenge, though usually just by saying something like "in order to climb down the shaft you'll have to use your climbing skills and find the best path. Additionally there are terrifying haunts floating around in the shaft and it would be easier if you could get them to go away or stop bothering you." We play on a VTT as well. Our play style seems to have naturally evolved to the players talking about what they want to do, describing it to me, then I ask for a roll and tell them what happened. Each action a character takes advances the situation, may introduce new factors, etc. I don't really seem to need to tell them the complexity explicitly or how well they're doing except by description. Things seem to work out pretty naturally that way. We haven't really run into the "everyone starts rolling dice" thing. Once in a while a player will spontaneously toss out a skill check roll and once in a great while its not one that was really appropriate, but in that case I'll just describe it as they tried to do something or thought about doing it and it didn't seem to make sense, or I'll just tell them to make a different roll and ignore the spurious one. I guess I wouldn't be opposed to telling them a complexity value for the SC if someone really insisted on it. If there are special rules for certain skills I'll explain what those are when they ask, but again usually describing the situation well gives the players a pretty good idea of what sort of result they'll get from a given action. [/QUOTE]
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