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General Tabletop Discussion
*Pathfinder & Starfinder
Two Example Skill Challenges
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<blockquote data-quote="Delgar" data-source="post: 4191498" data-attributes="member: 3195"><p>Again, the bad thing about the first example is failure equals death. So sure you can sit around and wait to be crushed or do something. I don't need to set how long, I just set up the success/failures. That determines how long they have. If I set it at 6/4 and there are 5 players they basically have two rounds (give or take) to succeed. The thing is, is that ALL the players can contribute. The players could have tried to bash the door down, they could have tried to open up the trap door in the ceiling. They had options and it just matters which ones they decide to go with.</p><p></p><p>In the second example, the party chose to provide cover for the rogue while he did his work. Anyone of them could have particpated in the skill challenge if they wanted to. A fighter could have tried bashing down the door, or looked around for another way out. They had the option and really I was just trying to see if I could come up with a way to combine the two with dramatic effect.</p><p></p><p>Really what the skill challenge is trying to do is take the place of the aid another action. You've been there, we talk to the king (then four players go I aid!), so you decide to let them roll or not, then the person rolls his diplomacy and rolls a 1, and the 3 people that aid roll really high. In the aid another system it comes out to a failure. In the skill challenge system, the first player stumbled his speech, but the others come to his rescue and start swaying the king in thier favor.</p><p></p><p>But, It's not for everyone, and it will take some getting used to. But, they are really easy to set up and all it takes is a little imagination, which is win win on my part. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Delgar, post: 4191498, member: 3195"] Again, the bad thing about the first example is failure equals death. So sure you can sit around and wait to be crushed or do something. I don't need to set how long, I just set up the success/failures. That determines how long they have. If I set it at 6/4 and there are 5 players they basically have two rounds (give or take) to succeed. The thing is, is that ALL the players can contribute. The players could have tried to bash the door down, they could have tried to open up the trap door in the ceiling. They had options and it just matters which ones they decide to go with. In the second example, the party chose to provide cover for the rogue while he did his work. Anyone of them could have particpated in the skill challenge if they wanted to. A fighter could have tried bashing down the door, or looked around for another way out. They had the option and really I was just trying to see if I could come up with a way to combine the two with dramatic effect. Really what the skill challenge is trying to do is take the place of the aid another action. You've been there, we talk to the king (then four players go I aid!), so you decide to let them roll or not, then the person rolls his diplomacy and rolls a 1, and the 3 people that aid roll really high. In the aid another system it comes out to a failure. In the skill challenge system, the first player stumbled his speech, but the others come to his rescue and start swaying the king in thier favor. But, It's not for everyone, and it will take some getting used to. But, they are really easy to set up and all it takes is a little imagination, which is win win on my part. :) [/QUOTE]
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