Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Why I like skill challenges as a noncombat resolution mechanic
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Aenghus" data-source="post: 5965046" data-attributes="member: 2656"><p>I like the skill challenge concept as an idea, but it's a complex set of concepts and the execution so far has been more optimistic than comprehensive. </p><p></p><p>I think they require a fair amount of DM skill to use smoothly, and that this is inevitable and unavoidable - I fear a skill challenge system that seamlessly connects the mechanics to the fiction of the setting is a pipe dream, it's always going to be work to implement. </p><p></p><p>I suspect the backlash against the skill challenge concept is partially because of establishing expectations that skill challenges wouldn't need lots of work to implement, something that isn't true IMO.</p><p></p><p>One of their biggest issues, but it's one that extends to every element of RPGs, is they require player buy-in to work. The players , at least some of them, need to want to achieve a particular goal. If they turn out not to, it may be time to short-circuit the planned activity in favour of something they actually want to do.</p><p></p><p>It's important to encourage participation in any skill challenge system, something the existings system can fail do to with it's high penalty for any failure. I find some challenges better suit a time-limited mechanic, where the PC's need to achieve a certain number of successes within X time periods, and failures aren't penalised other than the consequences of the failure itself. When players can't damage the overall task by individual failures, they are more willing to improvise and take risks. </p><p></p><p>Which is another issue - Failures need to be interesting as well, both individual failures and overall failure in a challenge. It's necessary that failure not be a road block to the adventure, but not sufficient, the new situation needs to be interesting in and of itself and perhaps throw up new possibilities. This is difficult to do, and there is insufficient assistance given to referees to help them on this.</p><p></p><p>Tolerances of players for different types of activity varies hugely. In one game the suave diplomat PC may trick the boorish barbarian PC into missing a audience with the king to prevent the crisis that would be the likely outcome, to the acclaim of all players involved. in another the player of the barbarian might hate such manipulation and resent it out of character. It's impossible for rigid mechanics to anticipate such individual likes and dislikes, there needs to be some flexibility.</p></blockquote><p></p>
[QUOTE="Aenghus, post: 5965046, member: 2656"] I like the skill challenge concept as an idea, but it's a complex set of concepts and the execution so far has been more optimistic than comprehensive. I think they require a fair amount of DM skill to use smoothly, and that this is inevitable and unavoidable - I fear a skill challenge system that seamlessly connects the mechanics to the fiction of the setting is a pipe dream, it's always going to be work to implement. I suspect the backlash against the skill challenge concept is partially because of establishing expectations that skill challenges wouldn't need lots of work to implement, something that isn't true IMO. One of their biggest issues, but it's one that extends to every element of RPGs, is they require player buy-in to work. The players , at least some of them, need to want to achieve a particular goal. If they turn out not to, it may be time to short-circuit the planned activity in favour of something they actually want to do. It's important to encourage participation in any skill challenge system, something the existings system can fail do to with it's high penalty for any failure. I find some challenges better suit a time-limited mechanic, where the PC's need to achieve a certain number of successes within X time periods, and failures aren't penalised other than the consequences of the failure itself. When players can't damage the overall task by individual failures, they are more willing to improvise and take risks. Which is another issue - Failures need to be interesting as well, both individual failures and overall failure in a challenge. It's necessary that failure not be a road block to the adventure, but not sufficient, the new situation needs to be interesting in and of itself and perhaps throw up new possibilities. This is difficult to do, and there is insufficient assistance given to referees to help them on this. Tolerances of players for different types of activity varies hugely. In one game the suave diplomat PC may trick the boorish barbarian PC into missing a audience with the king to prevent the crisis that would be the likely outcome, to the acclaim of all players involved. in another the player of the barbarian might hate such manipulation and resent it out of character. It's impossible for rigid mechanics to anticipate such individual likes and dislikes, there needs to be some flexibility. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Why I like skill challenges as a noncombat resolution mechanic
Top