Skill Action

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Description

A Quest Objective uses a Skill action when it calls on a non-combat PC skill in order to be completed. Stealth mechanics are a common example of this. Skill Actions differ from Moxie Actions in that they do not rely on abilities the player has in real life, but instead on skills their character has. Skill actions can also be used to avoid extra difficulties in quests, such as traps. They can also reward the player with extra items and abilities, such as by a successful lockpick.

Because they usually have a prerequisite of an optional skill to complete, Skill Action Quests are almost never mandatory. However, they do give games a large amount of replay value, as they reward alternate styles of play, and open up new experiences to those that fulfill certain skill requirements.

Variables and Affordances

  • Skill Required
  • Skill Level Required
  • Difficulty of Task (DC)

Examples

Skill Actions are often in dice-based games (e.g. Dungeons and Dragons), where characters sport a vast array of secondary skills that hold little to no value within combat, but can prove to be extremely important outside of combat.

  • In D&D, the Appraise, Sense Motive, Disguise, and Spot skills have almost no purpose in combat, but can prove to drastically alter the course of a campaign through Skill Actions.
  • Fallout 3. The player must gain information from a man named Colin Moriarty, this can be done in many ways, including the skill action of sneaking into his office by lock-picking the door and hacking his computer.

In Worked Examples

patterns/skill_action.txt ยท Last modified: 2011/07/08 23:10 by Gillian Smith
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