In both decks, each card represents a problematic situation that requires a skill check to resolve. In the Chase Cards deck, each card is an obstacle (such as an angry dog barking in a narrow alley) that you have to tackle before you can move onward. In the Social Combat deck, each card is social encounter (such as a negotiation). What the decks have in common is that each card has two skill check DCs on it, and a PC has to pick one of the skills and make a successful skill check to beat the card. Using the angry dog example above, the two skill checks could be Handle Animal (to make the dog calm down) and Acrobatics (to jump over / tumble past the dog).
- In my opinion, there should always be at least two different ways to solve a problem.
- Everyone should be allowed to participate even if they didn't put ranks in the "right" skill. Players shouldn't be penalized too heavily for playing a particular type of character. Ability score checks, saving throws, and combat maneuver checks are great (when they make sense!) because even the dumbest martial character can contribute meaningfully. Even when you're just using skill checks, if possible, and again, if it makes sense, it's good to include checks with different ability modifiers and skills from different class lists.
It's useful to remember that the skill descriptions in the Core Rulebook are quite restrictive, and if you follow them too slavishly, you'll find it hard to use this approach with skills. I think it's better to look for reasons to allow the use of a skill than to look for reasons to disallow it. Allowing more players to contribute is always good for the game.
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