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Why I like skill challenges as a noncombat resolution mechanic
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<blockquote data-quote="Tymophil" data-source="post: 5972956" data-attributes="member: 46923"><p>Skill challenge stripped to its bare bones.</p><p></p><p>I use <strong>MasterPlan </strong>to play, and the structure of a skill challenge is beautifully apparent in this software.</p><p></p><p><strong>COMPLEXITY : <em>length of the challenge.</em></strong></p><p style="margin-left: 20px"><span style="color: White">It sets the duration of the scene that is driven by the challenge. For me, the complexity is set by the number of primary actions that the player characters will take.</span></p><p><strong>DIFFICULTY : <em>mood of the scene.</em></strong></p><p style="margin-left: 20px"><span style="color: White">If I want the players to feel that their characters are above the rest, are truly heroes, I set the difficulty to their current level or below. I I want them to feel a tension, I set the level around three levels above.</span></p><p><strong>RESULTS : <em>what is the result of the scene within the whole plot.</em></strong></p><ul> <li data-xf-list-type="ul"><strong>Victory result</strong> : the best that can occur out of the scene.<br /> The players characters get what they expected out of the scene and some more.</li> <li data-xf-list-type="ul"><strong>Defeat result</strong> : the worst that can occur out of the scene within the whole plot.<br /> The players get the least that it takes to get the plot going, they may branch to a sub-plot that will slow them down... But the action keeps on going.</li> </ul><p><strong>ACTIONS : <em>what the Dungeon Master expects the players to do through their characters.</em></strong></p><p style="margin-left: 20px"><span style="color: White">I put the action first, and the skill last. Depending on how the player states the intended action for his character, the skill tested might be different for a similar kind of action described differently.</span></p> <ul> <li data-xf-list-type="ul"><strong>Primary actions</strong> : the kind of actions that will move the plot, will impact the scene heavily.<br /> I prepare the description of the action I think the players will take for their characters, with a few skills that seem likely to test the action, along with the level of difficulty of the action (hard, average, easy). When the player describes the action for his character, I decide which action it looks like and what skill will be tested.<br /> For each primary action, I prepare one or several <em>success results</em> : what the player character gets for succeeding in his skill test.<br /> Then, I prepare a bunch of <em>failed skill test results</em>. What the player character gets for failing the test. Most of the time, the player character gets much for a failed test, because I want to make sure that the player action matter.</li> <li data-xf-list-type="ul"><strong>Secondary actions</strong> : actions that characters will take when they don't feel they are the best for the scene. For example, the kind of actions a player states for his character when he thinks his character is not up to the task, when he doesn't really know what to do, etc.<br /> Generally, for each <em>succeeded skill test</em> in secondary actions, the subsequent tests will get a bonus. But a bunch of informations can slip in.<br /> For a <em>failed skill test</em>, the group gets no bonus or gets useless information. The goal is not to discourage players for intending actions they see fitting to the situation and their character profile.</li> </ul><p><strong>NOTES : altering the structure to fit the scene.</strong></p><p style="margin-left: 20px"><span style="color: White">Sometimes, the scene should reach a conclusion before the challenge is completed. For example, if the scene is a puzzle resolution, and the players find the solution, the skill challenge is a victory as soon as the players give the solution.</span></p><p>I found the skills in <em>Dungeons &Dragons 4th Edition</em> to be fine tuned. It gives me the flexibility to adapt them to player characters actions. In <em>Dungeons & Dragons 3.5</em>, the skills are way too numerous and fit for one action to be useful.</p><p>Moreover, the fact that in D&D4, the bonus includes half-level makes it easier to calculate the DC required to achieve the level of challenge I want.</p><p>One last point: a skill challenge is given experience points in a cosistent way in D&D4.</p><p>I use it all of the time... It's a wonderful tool.</p></blockquote><p></p>
[QUOTE="Tymophil, post: 5972956, member: 46923"] Skill challenge stripped to its bare bones. I use [B]MasterPlan [/B]to play, and the structure of a skill challenge is beautifully apparent in this software. [B]COMPLEXITY : [I]length of the challenge.[/I][/B] [INDENT][COLOR="White"]It sets the duration of the scene that is driven by the challenge. For me, the complexity is set by the number of primary actions that the player characters will take.[/COLOR][/INDENT] [B]DIFFICULTY : [I]mood of the scene.[/I][/B] [INDENT][COLOR="White"]If I want the players to feel that their characters are above the rest, are truly heroes, I set the difficulty to their current level or below. I I want them to feel a tension, I set the level around three levels above.[/COLOR][/INDENT] [B]RESULTS : [I]what is the result of the scene within the whole plot.[/I][/B] [LIST] [*][B]Victory result[/B] : the best that can occur out of the scene. The players characters get what they expected out of the scene and some more. [*][B]Defeat result[/B] : the worst that can occur out of the scene within the whole plot. The players get the least that it takes to get the plot going, they may branch to a sub-plot that will slow them down... But the action keeps on going. [/LIST] [B]ACTIONS : [I]what the Dungeon Master expects the players to do through their characters.[/I][/B] [INDENT][COLOR="White"]I put the action first, and the skill last. Depending on how the player states the intended action for his character, the skill tested might be different for a similar kind of action described differently.[/COLOR][/INDENT] [LIST] [*][B]Primary actions[/B] : the kind of actions that will move the plot, will impact the scene heavily. I prepare the description of the action I think the players will take for their characters, with a few skills that seem likely to test the action, along with the level of difficulty of the action (hard, average, easy). When the player describes the action for his character, I decide which action it looks like and what skill will be tested. For each primary action, I prepare one or several [I]success results[/I] : what the player character gets for succeeding in his skill test. Then, I prepare a bunch of [I]failed skill test results[/I]. What the player character gets for failing the test. Most of the time, the player character gets much for a failed test, because I want to make sure that the player action matter. [*][B]Secondary actions[/B] : actions that characters will take when they don't feel they are the best for the scene. For example, the kind of actions a player states for his character when he thinks his character is not up to the task, when he doesn't really know what to do, etc. Generally, for each [I]succeeded skill test[/I] in secondary actions, the subsequent tests will get a bonus. But a bunch of informations can slip in. For a [I]failed skill test[/I], the group gets no bonus or gets useless information. The goal is not to discourage players for intending actions they see fitting to the situation and their character profile. [/LIST] [B]NOTES : altering the structure to fit the scene.[/B] [INDENT][COLOR="White"]Sometimes, the scene should reach a conclusion before the challenge is completed. For example, if the scene is a puzzle resolution, and the players find the solution, the skill challenge is a victory as soon as the players give the solution.[/COLOR][/INDENT] I found the skills in [I]Dungeons &Dragons 4th Edition[/I] to be fine tuned. It gives me the flexibility to adapt them to player characters actions. In [I]Dungeons & Dragons 3.5[/I], the skills are way too numerous and fit for one action to be useful. Moreover, the fact that in D&D4, the bonus includes half-level makes it easier to calculate the DC required to achieve the level of challenge I want. One last point: a skill challenge is given experience points in a cosistent way in D&D4. I use it all of the time... It's a wonderful tool. [/QUOTE]
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