Garthanos
Arcadian Knight
Sure mate. I'll get a post up either tonight or tomorrow about Strike!'s action resolution and how 4e could crib it.
Indeed love to hear more...
Sure mate. I'll get a post up either tonight or tomorrow about Strike!'s action resolution and how 4e could crib it.
Alright, so I think we can at this point see how the opening framed situation (mechancially, Skill Challenge Level + 2 Complexity 1; parley) could snowball into the follow-on combat as a consequence of failure: Level + 5 (failure at end of SC leading to +2 buff to Encounter Budget) Combat (arising from failure above).
Level 28 Combat @ 13000 * 3 PCs = 39000 XP budget
I would probably break it out something like:
1) Commander's Tank = Level 22 Controller (Leader) Elite @ 8300 XP
- Action Recovery
- Aura to help allies
- CB3 AoE that damages/Pushes/Immobilizes
- Ranged 10 that damages/Force Move + Restrained
- Ranged 10 Repair Vehicle move.
If I were the Fighter I would so want to grab the Tank... It would be a blast to Bull Rush/Tide of Iron or actually some higher level analog to it too...
Wouldn't mind hearing more about this.
Indeed love to hear more...
First off, I would HIGHLY recommend purchasing the game for both 4e advocates and non-advocates. Its an incredibly well put together game and the creators should be rewarded for their hard, excellent work.
Broadly:
Non-combat does have a few scene resolution frameworks. However, its primary engine is PBtA-esque:
[...]
The Tactical Combat section (there is a basic combat section that follows the above, just like PBtA) has its own chart for Attack Rolls et al.
This is one reason that I advocate that combat and non-combat scenes should resolve using symmetrical mechanics.
Yup. I absolutely agree.
With 4e, this could have been accomplished via the Dungeon Worlding of resolution. It would have fit well with the system. Strike! (4e hack) goes this route and pulls it off pretty damn well.
One could parallel HP ablation in combat to the staged progress of SCs. How does a "success" in combat check (successful combination of d20 roll plus modifiers, inflicting damage or status effect; now it's the enemy's turn to strike back, i.e., GM introduces a complication in the form of HP ablation, status effect, etc.), all as stages toward determining the outcome of the combat, differ from "success" in a SC check (successful combination of d20 roll plus modifiers; GM introduces a new complication)? In short, aren't the mechanics of combats vs. skill challenges basically symmetrical (some number of d20 rolls plus modifiers until a target number of total successes is reached)?
Equally, "DM imposes narrow list of skills on PCs based on what 'makes sense' in the world" violently clashes with 4e's other design tenets.
I'm way out synch, but: on Skill Challenges. They were always a mess. 4e takes the Gamism up to 11 (and *likes* it)... except for Skill Challenges where it falls back into a weird Narrativism / Gamism mess that doesn't serve either master well. "Tell me a story about how you justify using the highest number on your skill list" is pretty lame design.
Also, I strongly disagree that 4e has any "fail forward" mechanics.
DMG1 p74
If the characters fail the challenge, the story still has to move forward, but in a different direction and possibly by a longer, more dangerous route...failing a Skill Challenge might make a future encounter more difficult. The angry Baron might throw more obstacles in the characters path or, alerted to their plans, increase his defenses.
DMG2 p86
The outcome of a Skill Challenge should always keep the game moving...the characters just have to deal with the consequences of the failed challenge in addition to other threats the adventure poses.
Don't set up a challenge in which success means the characters open the door and failure means the door stays locked. Instead, if the characters fail, they unlock the door, but the guards come into view!
Impose story-related consequences. The characters are too late to save the captives, they lose the duke's favor, or they fail to gain some key information to help them in the adventure.
<regarding failure in an SC> Also, be sure to distinguish what the characters find desirable and what the player's enjoy.
I could see this being done with a Complexity 1, Level 22 (its basically a Contest so against this tank and its crew) SC. Move Action (equivalent) for the action economy of the challenge for the Fighter.
I could see:
1) Mighty Sprint Encounter Power Athletics vs Medium to run > leap > climb to the top.
2) Improvised Attack (to wedge his greatsword in there to leverage the top off, so no sword characteristics/bonuses apply) vs Fort or Athletics vs High (already used it) to just rip it off like Hulk and toss it. This would be the tough one. The Fighter would have anywhere from a +25 to a +32 Athletics (depending if any magic items are +Athletics and if any Theme/Race/Feat/Path bonuses).
3) Once in, I'd make the Tank be Dazed (the pilot puts it on auto to help the infantry deal with the threat or maybe he's just unnerved...this would offset the action economy issues of the Fighter not being in play, encouraging the action). Combat for next success in SC. The commander they parleyed with prior and 3 pilot + infantry. All Minions.
4) Probably Dungeoneering to figure out the alien tech (maybe its like our modern tech where you scroll through virtual interfaces or you put on a helmet that taps directly into your neural network). Maybe Perception to see what he recalled the pilot doing once he hopped down into the cockpit.
5) Once done, it would be off Dazed. Move Action to shut the aura out that is aiding the enemy and then standard action economy.
Potential complications on failure would be:
* Countermeasures deployed in the way of electrification of the exterior.
* A stray Immediate Action laser attack from on of the hoverpods.
* Activation of some kind of countermeasures while inside like a Psychic attack while the helmet is on or maybe activation of a swarm of flying nanobots.