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General Tabletop Discussion
*Pathfinder & Starfinder
Why I like skill challenges as a noncombat resolution mechanic
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<blockquote data-quote="pemerton" data-source="post: 5966501" data-attributes="member: 42582"><p>Am I right in thinking that "unexpected" here means "unexpected by the players"? (That's not an attempt at "gotcha" - just trying to make sure I'm getting what you're saying.)</p><p></p><p>yes, this souns exactly like what I'm talking about!</p><p></p><p>I find that with the "keeping score" it happens more often than otherwise, just because the mechanics impose a discipline on me as GM. Also, because the skill challenge procedure makes the narration keep coming back to "So, what are you doing? What skill check are you making?" - so the wacky improvisational stuff gets brought back into connection with the stuff the players are having their PCs do.</p><p></p><p>I find that the "keeping score" also brings scenes to an end. I've found in the past - and I'm thinking especially here of GMing Rolemaster, which has fairly intricate task resolution rules but no conflict resolution rules - that good scenes can be, through no one's fault, allowed to drag on and peter out. The pressure to move to the next check, and then the next, until things are settled, at least for the moment - I've really enjoyed its enhancement of the pacing of my game.</p><p></p><p>That's not an attempt at conversion, just some more explanation of why I've enjoyed a system that goes beyond gut and inspiration. (Soon I'll be able to give you more XP, I hope.)</p></blockquote><p></p>
[QUOTE="pemerton, post: 5966501, member: 42582"] Am I right in thinking that "unexpected" here means "unexpected by the players"? (That's not an attempt at "gotcha" - just trying to make sure I'm getting what you're saying.) yes, this souns exactly like what I'm talking about! I find that with the "keeping score" it happens more often than otherwise, just because the mechanics impose a discipline on me as GM. Also, because the skill challenge procedure makes the narration keep coming back to "So, what are you doing? What skill check are you making?" - so the wacky improvisational stuff gets brought back into connection with the stuff the players are having their PCs do. I find that the "keeping score" also brings scenes to an end. I've found in the past - and I'm thinking especially here of GMing Rolemaster, which has fairly intricate task resolution rules but no conflict resolution rules - that good scenes can be, through no one's fault, allowed to drag on and peter out. The pressure to move to the next check, and then the next, until things are settled, at least for the moment - I've really enjoyed its enhancement of the pacing of my game. That's not an attempt at conversion, just some more explanation of why I've enjoyed a system that goes beyond gut and inspiration. (Soon I'll be able to give you more XP, I hope.) [/QUOTE]
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