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General Tabletop Discussion
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Traveling Skill Challenge Advice
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<blockquote data-quote="Pbartender" data-source="post: 4922404" data-attributes="member: 7533"><p>Remember, a skill challenge, no matter how long it lasts in-game, can still be considered a single encounter. Technically, the PCs may not get to rest until they either succeed or fail at the challenge.</p><p></p><p>In that context... Sure, they can take an extended rest after the challenge is over and get all those surges back, but it will delay them for another 6 hours or more.</p><p></p><p></p><p></p><p>The problem is that challenges for traveling are typically reactive, whereas something like an investigation is proactive on the player's part.</p><p></p><p>The trick, I've found, is to present the various checks in the challenge as obstacles that need to be overcome, thereby giving the PCs the chance to be proactive. For example:</p><p></p><p>"It's early in the afternoon on the first day. You've been walking for hours with no end to the brambles in sight. The sun beats down on you, and the loose gravel beneath your feet makes you slip and stumble. It's exhausting. What do you do?"</p><p></p><p>"It's been days since you last saw fresh water, and your supplies are beginning to run low. What do you do?"</p><p></p><p>"Ahead, you see an unexpected fork in the road. What do you do?"</p><p></p><p>"The brambles grow higher and thicker and higher and thicker until they close over you forming a canopy that block out the sun. Without it to guide you, you're losing your sense of direction. What do you do?"</p><p></p><p>And so on... the big advantage I've found, is that while usually there is an obvious skill to use (Endurance to fend off exhaustion), often players will come up with innovative ways to use other skills in place of it (Intimidation boot-camp style, to convince the party that they aren't really exhausted).</p></blockquote><p></p>
[QUOTE="Pbartender, post: 4922404, member: 7533"] Remember, a skill challenge, no matter how long it lasts in-game, can still be considered a single encounter. Technically, the PCs may not get to rest until they either succeed or fail at the challenge. In that context... Sure, they can take an extended rest after the challenge is over and get all those surges back, but it will delay them for another 6 hours or more. The problem is that challenges for traveling are typically reactive, whereas something like an investigation is proactive on the player's part. The trick, I've found, is to present the various checks in the challenge as obstacles that need to be overcome, thereby giving the PCs the chance to be proactive. For example: "It's early in the afternoon on the first day. You've been walking for hours with no end to the brambles in sight. The sun beats down on you, and the loose gravel beneath your feet makes you slip and stumble. It's exhausting. What do you do?" "It's been days since you last saw fresh water, and your supplies are beginning to run low. What do you do?" "Ahead, you see an unexpected fork in the road. What do you do?" "The brambles grow higher and thicker and higher and thicker until they close over you forming a canopy that block out the sun. Without it to guide you, you're losing your sense of direction. What do you do?" And so on... the big advantage I've found, is that while usually there is an obvious skill to use (Endurance to fend off exhaustion), often players will come up with innovative ways to use other skills in place of it (Intimidation boot-camp style, to convince the party that they aren't really exhausted). [/QUOTE]
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