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Two Example Skill Challenges
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<blockquote data-quote="Lacyon" data-source="post: 4193812" data-attributes="member: 63046"><p>So, what they've done is to take the lessons learned from the skill challenge abstraction and applied them to their own style of play to come up with a more interesting method of resolving situations they've usually had? Sounds like something worth celebrating to me.</p><p></p><p></p><p></p><p>I disagree with your assessment. The players have reacted to the situations in a "simulationist" manner, and the GM described the results of their interactions in a "simulationst" manner. The actual success or failure of the skill challenges was still determined abstractly. Had the player rolled Thievery to disarm it for the fourth (or first) success, another complication would have arisen requiring another success to actually win the challenge.</p><p></p><p></p><p></p><p>In other words, the system could probably be made more involved, detailed, and complex than we've thus far seen revealed. For some people, that involved, detailed, and complex supersystem would probably even be worth the effort to create and use.</p><p></p><p>Most of the people actually running these things right now seem to be pretty happy taking the scraps of what we've actually seen and running pretty far with them. The OP, for example, is pretty unlikely to be very disappointed in the ultimate rules on skill challenges no matter what they are, because he's already taking the barest scraps of the system and running with it - he can always fall back on his own method.</p><p></p><p>All he really <em>needed</em> was the barest glimpse into insight.</p></blockquote><p></p>
[QUOTE="Lacyon, post: 4193812, member: 63046"] So, what they've done is to take the lessons learned from the skill challenge abstraction and applied them to their own style of play to come up with a more interesting method of resolving situations they've usually had? Sounds like something worth celebrating to me. I disagree with your assessment. The players have reacted to the situations in a "simulationist" manner, and the GM described the results of their interactions in a "simulationst" manner. The actual success or failure of the skill challenges was still determined abstractly. Had the player rolled Thievery to disarm it for the fourth (or first) success, another complication would have arisen requiring another success to actually win the challenge. In other words, the system could probably be made more involved, detailed, and complex than we've thus far seen revealed. For some people, that involved, detailed, and complex supersystem would probably even be worth the effort to create and use. Most of the people actually running these things right now seem to be pretty happy taking the scraps of what we've actually seen and running pretty far with them. The OP, for example, is pretty unlikely to be very disappointed in the ultimate rules on skill challenges no matter what they are, because he's already taking the barest scraps of the system and running with it - he can always fall back on his own method. All he really [I]needed[/I] was the barest glimpse into insight. [/QUOTE]
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Two Example Skill Challenges
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