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	<title>Comments on: Skill Challenge: Introduction</title>
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	<description>A Dungeons &#38; Dragons Resource Blog For Dungeon Masters &#38; Players</description>
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		<title>By: Wimwick</title>
		<link>http://dungeonsmaster.com/2009/02/skill-challenge-introduction/comment-page-1/#comment-266</link>
		<dc:creator>Wimwick</dc:creator>
		<pubDate>Fri, 27 Mar 2009 22:22:27 +0000</pubDate>
		<guid isPermaLink="false">http://dungeonsmaster.com/?p=197#comment-266</guid>
		<description>@Mike Devoe
Thanks for stopping by Dungeon&#039;s Master.
I think you&#039;ve touched on a subject that many people are questioning, how much do I tell my players?
I haven&#039;t DM&#039;d in 4e yet, I&#039;m enjoying playing too much, but based on what I&#039;ve seen as a player I feel the following needs to happen during a skill challenge. First the DM needs to clearly indicate that a skill challenge has begun and what the primary objective of the challenge is. Second the DM should indicate how many successes are required and finally the DM should list the primary skills required in the challenge. 
In most situations the skills necessary should be obvious, but I still feel the DM should provide the overview. Remember as a DM reward the creativity of the players, there&#039;s nothing worse than coming up with a great idea and then being shot down. You don&#039;t have to make the DC easy, but let the player attempt it.
One of the most challenging aspects of skill challenges is getting your players to think creatively. There isn&#039;t a lot in the Player&#039;s Handbook for your players to use other than basic skill descriptions. At Dungeon&#039;s Master we&#039;ve begun to create a series of aides that can assist players. Check out the Skill Aides on our &lt;a href=&quot;http://dungeonsmaster.com/skill-challenges/&quot; rel=&quot;nofollow&quot;&gt;Skill Challenges&lt;/a&gt; page. Have your players visit I&#039;m sure they&#039;ll find other items of interest.
Most important of all, don&#039;t give up. Even when a skill challenge fails and doesn&#039;t work the way you planned look at why and seek feedback from your player&#039;s to make the next one more enjoyable.</description>
		<content:encoded><![CDATA[<p>@Mike Devoe<br />
Thanks for stopping by Dungeon&#8217;s Master.<br />
I think you&#8217;ve touched on a subject that many people are questioning, how much do I tell my players?<br />
I haven&#8217;t DM&#8217;d in 4e yet, I&#8217;m enjoying playing too much, but based on what I&#8217;ve seen as a player I feel the following needs to happen during a skill challenge. First the DM needs to clearly indicate that a skill challenge has begun and what the primary objective of the challenge is. Second the DM should indicate how many successes are required and finally the DM should list the primary skills required in the challenge.<br />
In most situations the skills necessary should be obvious, but I still feel the DM should provide the overview. Remember as a DM reward the creativity of the players, there&#8217;s nothing worse than coming up with a great idea and then being shot down. You don&#8217;t have to make the DC easy, but let the player attempt it.<br />
One of the most challenging aspects of skill challenges is getting your players to think creatively. There isn&#8217;t a lot in the Player&#8217;s Handbook for your players to use other than basic skill descriptions. At Dungeon&#8217;s Master we&#8217;ve begun to create a series of aides that can assist players. Check out the Skill Aides on our <a href="http://dungeonsmaster.com/skill-challenges/" rel="nofollow">Skill Challenges</a> page. Have your players visit I&#8217;m sure they&#8217;ll find other items of interest.<br />
Most important of all, don&#8217;t give up. Even when a skill challenge fails and doesn&#8217;t work the way you planned look at why and seek feedback from your player&#8217;s to make the next one more enjoyable.</p>
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		<title>By: Mike Devoe</title>
		<link>http://dungeonsmaster.com/2009/02/skill-challenge-introduction/comment-page-1/#comment-265</link>
		<dc:creator>Mike Devoe</dc:creator>
		<pubDate>Fri, 27 Mar 2009 21:09:46 +0000</pubDate>
		<guid isPermaLink="false">http://dungeonsmaster.com/?p=197#comment-265</guid>
		<description>I&#039;d like to know what to tell and not to tell players initially and while the skill challenge proceeds.

Example: (Chasing someone in the streets) As a DM; I write down primary/secondary skills, the DC and the effects of success or failure.  I also write down the reasoning behind the various skills: 
Acrobatics - you jump over a merchant&#039;s table rather than running around it (The fleeing creature runs around the table).  
Streetwise - You take a short cut through an alley and gain ground on the fleeing creature.

The first time I tried this, the PCs just looked at me, like what are we supposed to do other than just run after him.  I basically ended up telling them what skills to use and then narrating a story explaining what happened when they passed or failed.

Example: PC says “what should I do?” I say “well why don&#039;t you try an acrobatic action to try and gain some ground on the (Halfling)”.   They roll and fail, so I say you try to jump over a table but you slip and fall into the mud.

I thought the PCs would suggest ideas to me, and then I would say “Ok roll a whatever to see if you succeed.”  Does that make sense, or do I tell them the skills upfront?

Plus I had things like Endurance as a secondary skill stating that a successful endurance check will eliminate 1 failure (You pick your self up (out of the mud) and press on with even more determination than before.)
But if this happens, should I tell them that they have succeeded in eliminating a failure, or just keep it a secret?

Any help would be appreciated.</description>
		<content:encoded><![CDATA[<p>I&#8217;d like to know what to tell and not to tell players initially and while the skill challenge proceeds.</p>
<p>Example: (Chasing someone in the streets) As a DM; I write down primary/secondary skills, the DC and the effects of success or failure.  I also write down the reasoning behind the various skills:<br />
Acrobatics &#8211; you jump over a merchant&#8217;s table rather than running around it (The fleeing creature runs around the table).<br />
Streetwise &#8211; You take a short cut through an alley and gain ground on the fleeing creature.</p>
<p>The first time I tried this, the PCs just looked at me, like what are we supposed to do other than just run after him.  I basically ended up telling them what skills to use and then narrating a story explaining what happened when they passed or failed.</p>
<p>Example: PC says “what should I do?” I say “well why don&#8217;t you try an acrobatic action to try and gain some ground on the (Halfling)”.   They roll and fail, so I say you try to jump over a table but you slip and fall into the mud.</p>
<p>I thought the PCs would suggest ideas to me, and then I would say “Ok roll a whatever to see if you succeed.”  Does that make sense, or do I tell them the skills upfront?</p>
<p>Plus I had things like Endurance as a secondary skill stating that a successful endurance check will eliminate 1 failure (You pick your self up (out of the mud) and press on with even more determination than before.)<br />
But if this happens, should I tell them that they have succeeded in eliminating a failure, or just keep it a secret?</p>
<p>Any help would be appreciated.</p>
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