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[WotC's recent insanity] I think I've Figured It Out
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<blockquote data-quote="LostSoul" data-source="post: 5421346" data-attributes="member: 386"><p>I concede the point. I think it would be better - stronger - if you couldn't proceed without that interaction - the DM would be left sitting there scratching his head when the player says, "I make a Diplomacy check", similar to having a player say "I attack". Well, who do you attack? How? Obviously that was a goal of mine when I wrote my hack for skill checks.</p><p></p><p>(As for cunning plans, I think that some of what's been written on Skill Challenges says that you can either make a secondary check to get a bonus on other rolls or even an automatic success. I recall the PCs in my game running into a wandering monster - a Skull Lord who was searching for the Black Tower of Vumerion. The PCs knew where it was; they told him, and the Skill Challenge ended right there, with no rolls. Of course that will have some effect later down the road.)</p><p></p><p>It reminds me of playing Burning Empires/Wheel. One of the players would often say, "I'm doing a Flank and rolling Tactics, ForKing in Hammer-wise" when we got into Firefights. I also had similar experiences with Duel of Wits; too often I'd see "Point; rolling Persuasion, ForKing in Noble-wise" or something like that. </p><p></p><p>I had a big "eureka" moment when I went through (as a player) a DoW where we focused on what the characters were saying. It was amazing. The outcome - and a big moment of character "growth" for my PC (he lost faith in mankind) - was based on the mechanical result and what the characters were actually saying, the latter being the focus. Unexpected results, but awesome ones, that really set up the climax of the game.</p><p></p><p>Since I had gone through that with BE/W, I knew how to handle Skill Challenges. (I think the BX games would be better if there was more focus on the in-game stuff, but that's just me. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> )</p></blockquote><p></p>
[QUOTE="LostSoul, post: 5421346, member: 386"] I concede the point. I think it would be better - stronger - if you couldn't proceed without that interaction - the DM would be left sitting there scratching his head when the player says, "I make a Diplomacy check", similar to having a player say "I attack". Well, who do you attack? How? Obviously that was a goal of mine when I wrote my hack for skill checks. (As for cunning plans, I think that some of what's been written on Skill Challenges says that you can either make a secondary check to get a bonus on other rolls or even an automatic success. I recall the PCs in my game running into a wandering monster - a Skull Lord who was searching for the Black Tower of Vumerion. The PCs knew where it was; they told him, and the Skill Challenge ended right there, with no rolls. Of course that will have some effect later down the road.) It reminds me of playing Burning Empires/Wheel. One of the players would often say, "I'm doing a Flank and rolling Tactics, ForKing in Hammer-wise" when we got into Firefights. I also had similar experiences with Duel of Wits; too often I'd see "Point; rolling Persuasion, ForKing in Noble-wise" or something like that. I had a big "eureka" moment when I went through (as a player) a DoW where we focused on what the characters were saying. It was amazing. The outcome - and a big moment of character "growth" for my PC (he lost faith in mankind) - was based on the mechanical result and what the characters were actually saying, the latter being the focus. Unexpected results, but awesome ones, that really set up the climax of the game. Since I had gone through that with BE/W, I knew how to handle Skill Challenges. (I think the BX games would be better if there was more focus on the in-game stuff, but that's just me. ;) ) [/QUOTE]
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