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Change the Situation (Skill Challenges)!
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<blockquote data-quote="AbdulAlhazred" data-source="post: 7112408" data-attributes="member: 82106"><p>Well, its the 'curse of mundanity'. You REALLY do need to constantly remind yourself that Martial is a magical power source, not 'just doing real-world stuff'. Now, ONE way to deal with this would be to actually scale your allowances for what skills alone with improvisation can do. </p><p></p><p>Let me make a philosophical note here. This is NOT a violation of tenet #1. In any situation there WILL be things that both the GM and the players will decide are simply not feasible. If this wasn't so then the fiction would be essentially meaningless in terms of guiding the course of play. So, there ARE limits imposed by the scenario on the PCs. There are two factors which are come into consideration with your questions about practices vs skills and whatnot. That is what can a skill do, and what can a practice do? So, you could distinguish them as I've outlined, where the skill won't get you through the wall (or at least you'd better get the dwarf to tell you where its weak first, etc, and maybe use up some 'hero points' or something). Now your practice, as you've described it, is quite magical, it cracks you through that wall, accomplishing an IMPOSSIBLE FEAT (you might need to roll well depending your level and the specific wall in question, the dwarf may well still come in handy here). </p><p></p><p>Now, This is not to say that this is the only way, or even the baseline 4e assumption way, of parsing this. 4e didn't assume there were anything like practices when it was written. Skills were your access to improvised doings of stuff, giving you power-like and ritual-like capabilities as long as you could imagine a way to solve a problem. So, maybe there's a different way to handle practices. Maybe they allow doing things using surges instead of having to roll dice? That would be interesting. Your 'Wall Cracker' practice now means you can batter through some maximum strength of wall at the cost of a surge (IE get an auto-success in [MENTION=6696971]Manbearcat[/MENTION]'s SC). Some practices could 'up the ante' in other ways, causing negative effects or raising the ire of NPCs, etc. I'd note that these alternatives might play better with skills that can achieve equally impressive things than my initial concept. There's a lot to possibly think about.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7112408, member: 82106"] Well, its the 'curse of mundanity'. You REALLY do need to constantly remind yourself that Martial is a magical power source, not 'just doing real-world stuff'. Now, ONE way to deal with this would be to actually scale your allowances for what skills alone with improvisation can do. Let me make a philosophical note here. This is NOT a violation of tenet #1. In any situation there WILL be things that both the GM and the players will decide are simply not feasible. If this wasn't so then the fiction would be essentially meaningless in terms of guiding the course of play. So, there ARE limits imposed by the scenario on the PCs. There are two factors which are come into consideration with your questions about practices vs skills and whatnot. That is what can a skill do, and what can a practice do? So, you could distinguish them as I've outlined, where the skill won't get you through the wall (or at least you'd better get the dwarf to tell you where its weak first, etc, and maybe use up some 'hero points' or something). Now your practice, as you've described it, is quite magical, it cracks you through that wall, accomplishing an IMPOSSIBLE FEAT (you might need to roll well depending your level and the specific wall in question, the dwarf may well still come in handy here). Now, This is not to say that this is the only way, or even the baseline 4e assumption way, of parsing this. 4e didn't assume there were anything like practices when it was written. Skills were your access to improvised doings of stuff, giving you power-like and ritual-like capabilities as long as you could imagine a way to solve a problem. So, maybe there's a different way to handle practices. Maybe they allow doing things using surges instead of having to roll dice? That would be interesting. Your 'Wall Cracker' practice now means you can batter through some maximum strength of wall at the cost of a surge (IE get an auto-success in [MENTION=6696971]Manbearcat[/MENTION]'s SC). Some practices could 'up the ante' in other ways, causing negative effects or raising the ire of NPCs, etc. I'd note that these alternatives might play better with skills that can achieve equally impressive things than my initial concept. There's a lot to possibly think about. [/QUOTE]
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