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General Tabletop Discussion
*Pathfinder & Starfinder
Two Example Skill Challenges
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<blockquote data-quote="hbarsquared" data-source="post: 4203731" data-attributes="member: 4550"><p>Granted, imaginative players, an inventive DM, and a group willing to house rule likely had no problem with so-called "skill challenges" in 3.x. Fine.</p><p></p><p>First, by the core rules, <em>you could not run a skill challenge.</em> Diplomacy was <em>one roll</em>, by the rules, period. Disable Device was <em>one roll</em>, period. Sure, if you wanted to house rule it, fine. But then it's not 3.X. It's "house ruled 3.x."</p><p></p><p>Second, the skill challenge system provides a <em>balanced framework</em>, a basis for all DMs to start from. Target number of successes before failures and easy/moderate/hard DCs provide a framework for a challenge that 3.x never did. Again, 3.x never provided such a thing. Again, a good group could play out skills for hours on end all they wanted, and the DM could hand out as much XP as a reward, but that was a house rule experience. NOT 3.x.</p><p></p><p>With the Skill Challenge system (as a part of 4E), I, as DM, have several advantages over pulling off the same thing in 3.x:</p><ul> <li data-xf-list-type="ul"> Skills with comparable modifiers. I don't have to worry about one character with +53 with the others averaging +12.</li> <li data-xf-list-type="ul"> Broader skills. Much easier to invest in, and to use, skills that match character concept or creative idea.</li> <li data-xf-list-type="ul"> Target successes before failures. A built-in duration mechanic and way to judge completion of an encounter.</li> <li data-xf-list-type="ul"> DCs determined by level. Knowing that DCs will be an appropriate challenge for the party.</li> </ul><p></p><p>Again, a heavy RP group with little focus on dice does not need the system. But for those of use who like the tension of dice-rolling as well as a balanced encounter where all players can participate - the Skill Challenge system is an elegant mechanic.</p></blockquote><p></p>
[QUOTE="hbarsquared, post: 4203731, member: 4550"] Granted, imaginative players, an inventive DM, and a group willing to house rule likely had no problem with so-called "skill challenges" in 3.x. Fine. First, by the core rules, [i]you could not run a skill challenge.[/i] Diplomacy was [i]one roll[/i], by the rules, period. Disable Device was [i]one roll[/i], period. Sure, if you wanted to house rule it, fine. But then it's not 3.X. It's "house ruled 3.x." Second, the skill challenge system provides a [i]balanced framework[/i], a basis for all DMs to start from. Target number of successes before failures and easy/moderate/hard DCs provide a framework for a challenge that 3.x never did. Again, 3.x never provided such a thing. Again, a good group could play out skills for hours on end all they wanted, and the DM could hand out as much XP as a reward, but that was a house rule experience. NOT 3.x. With the Skill Challenge system (as a part of 4E), I, as DM, have several advantages over pulling off the same thing in 3.x: [list][*] Skills with comparable modifiers. I don't have to worry about one character with +53 with the others averaging +12. [*] Broader skills. Much easier to invest in, and to use, skills that match character concept or creative idea. [*] Target successes before failures. A built-in duration mechanic and way to judge completion of an encounter. [*] DCs determined by level. Knowing that DCs will be an appropriate challenge for the party.[/list] Again, a heavy RP group with little focus on dice does not need the system. But for those of use who like the tension of dice-rolling as well as a balanced encounter where all players can participate - the Skill Challenge system is an elegant mechanic. [/QUOTE]
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