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General Tabletop Discussion
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Two Example Skill Challenges
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<blockquote data-quote="Just Another User" data-source="post: 4195648" data-attributes="member: 23516"><p>Yea, if one llike mechanics that make sense skill challenges probably are not for him.</p><p>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?</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Soyou don't need to unlock the trapdoor <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><p>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"</p></blockquote><p></p>
[QUOTE="Just Another User, post: 4195648, member: 23516"] Yea, if one llike mechanics that make sense skill challenges probably are not for him. 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. 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. Soyou don't need to unlock the trapdoor :)? 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" [/QUOTE]
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