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<blockquote data-quote="MwaO" data-source="post: 6830779" data-attributes="member: 12749"><p>That's the 'or make it clear that I expect a wide variety of skills at specific DCs part' - in other words, if there aren't any Str-based PCs, either I make clear that I expect that someone can occasionally pass a hard Athletics DC check or I set a hard DC based on the best Athletics value. I'm not going to put an actual hard Athletics DC into a skill challenge otherwise unless there isn't a lot of choice about it.</p><p></p><p>NETH4-1 has a couple of my skill challenge theories in it, which unfortunately for the combat skill challenges, got really popular - ways for auto-success with big cost, other ways to get successes, has a bite that only shows up if ignored, but pays off for either kind of ignoring it or eliminating it quickly.</p><p></p><p></p><p></p><p>It can be when there was a big failure say 10 levels ago due to X, then the person who failed can just blow past X. Especially if I somehow subtly hint at the previous failure so the player involved can realize what just happened.</p><p></p><p></p><p></p><p>The big advantage about the forward part is that the players stop viewing failure so antagonistically. Yes, they didn't get down the rapids in time, and boy, there are consequences for that, but at the same time, they got something shiny that they might be able to turn into a positive with a little luck.</p></blockquote><p></p>
[QUOTE="MwaO, post: 6830779, member: 12749"] That's the 'or make it clear that I expect a wide variety of skills at specific DCs part' - in other words, if there aren't any Str-based PCs, either I make clear that I expect that someone can occasionally pass a hard Athletics DC check or I set a hard DC based on the best Athletics value. I'm not going to put an actual hard Athletics DC into a skill challenge otherwise unless there isn't a lot of choice about it. NETH4-1 has a couple of my skill challenge theories in it, which unfortunately for the combat skill challenges, got really popular - ways for auto-success with big cost, other ways to get successes, has a bite that only shows up if ignored, but pays off for either kind of ignoring it or eliminating it quickly. It can be when there was a big failure say 10 levels ago due to X, then the person who failed can just blow past X. Especially if I somehow subtly hint at the previous failure so the player involved can realize what just happened. The big advantage about the forward part is that the players stop viewing failure so antagonistically. Yes, they didn't get down the rapids in time, and boy, there are consequences for that, but at the same time, they got something shiny that they might be able to turn into a positive with a little luck. [/QUOTE]
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