Just Another User
First Post
Yea, if one llike mechanics that make sense skill challenges probably are not for him.Lacyon said:Do you want to jam a spike into the floor to keep the walls from crushing in? Do start examining the trap itself for a weakness?
If all you want to do is say "I disable the trap" and get by with that, the skill challenge system is probably not for you.
Do you ask your players to explain how they swing the sword to a goblin, too? As I said, I'm not a thief, I should not have to know how to disable a trap to play one. look at the OP, player found (apparently) a control panel of some kind, I use my thievery skill to turn the trap off, what else I need to explain?
but it would make a lot less sense. You disabled the trap and yet it is not disabled because you must reach an artificious and arbitrary number of "successes". To avoid the cognitive dissonance I just use the appriate skill last, at least it would make my head hurt less. This would not make it less forced.Of course they would. It counts at least as much as any other skill.
pfft, that's nothing "I look around to make me an idea of the situation" It is a sentence valid for almost any skill challlenge. +1 free success.Perception would not apply whenever it's inappropriate. Attempting to use perception in Escape from Sembia, for example, would take some explanation rather than just "I roll perception".
Soyou don't need to unlock the trapdoorWhile there are instances where skill challenges are inappropriate (such as simple locked doors), the crushing walls trap is a fine place for a skill challenge - nobody says you need to disarm the trap, you just have to get out of the room without dying. That being the case, Thievery is only one of many possible ways to resolve the situation and manifestly not "the one skill that makes sense to use".

so what if the player enter the trapdoor before they have enough successes? If the answer is "something else bad happen" then I can see the players NOT enter the trapdoor if not as a last resort, waiting to collect enough successes to avoid the complication, which is forced, contrived, unrealisitic and counter-intuitive, and yet the most natural reaction froma group of players "we are in a deadly trap, there is an easy way out but before we use it we want to roll some random skill check because we know that if we escape just now there will be some other complication"