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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="Crazy Jerome" data-source="post: 5973137" data-attributes="member: 54877"><p>As an aside, in my running of Gardmore Abbey, I've finally fully drifted skill challenges (which are ad hoc for me) into nearly always: All players state what they are doing. All players roll. All players narrate something appropriate to the roll. DM narrates/reveals results. Go to next round in the the challenge. It's especially useful on challenges where the actions attempted happen over several minutes or longer.</p><p> </p><p>The good thing about it is that, instead of going around the table and committing, we are going around the table to get intentions. So if someone wants to skip, they are skipping to see if an idea pops into their heads. And if we go all the way around with no idea occuring, they just heard what everyone else is doing, and can say, "I go help X do Y." This is useful in a large group, because usually there are only 4-5 obvious, natural paths to pursue, and sometimes the inobvious ones don't occur to a middle-aged participants after several hours of play. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p> </p><p>However, once the dice hit the table, the whole party is committed. So if scouting mission over in the treeline reveals orcs headed this way, the two characters back at camp who are digging through a scroll don't get to change their action now in anticipation of what will be important next round.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5973137, member: 54877"] As an aside, in my running of Gardmore Abbey, I've finally fully drifted skill challenges (which are ad hoc for me) into nearly always: All players state what they are doing. All players roll. All players narrate something appropriate to the roll. DM narrates/reveals results. Go to next round in the the challenge. It's especially useful on challenges where the actions attempted happen over several minutes or longer. The good thing about it is that, instead of going around the table and committing, we are going around the table to get intentions. So if someone wants to skip, they are skipping to see if an idea pops into their heads. And if we go all the way around with no idea occuring, they just heard what everyone else is doing, and can say, "I go help X do Y." This is useful in a large group, because usually there are only 4-5 obvious, natural paths to pursue, and sometimes the inobvious ones don't occur to a middle-aged participants after several hours of play. :D However, once the dice hit the table, the whole party is committed. So if scouting mission over in the treeline reveals orcs headed this way, the two characters back at camp who are digging through a scroll don't get to change their action now in anticipation of what will be important next round. [/QUOTE]
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