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Change the Situation (Skill Challenges)!
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<blockquote data-quote="AbdulAlhazred" data-source="post: 7113620" data-attributes="member: 82106"><p>It only HAS to be consistent (well, maybe not even then if you want a sort of surreal game) across a single campaign. SO I don't actually care if [MENTION=6696971]Manbearcat[/MENTION] has level 7 PCs leaping across 200' chasms and [MENTION=82504]Garthanos[/MENTION] has it 20' chasms. The rules themselves are perfectly happy to produce either result. In effect its nothing but reflavoring. </p><p></p><p>I'm not sure I understand your reference to Passwall here, sorry. I do definitely think that both Passwall and Breaching Ram should be pretty equivalent. In my version of things I'd simply have them both allow breaking through the wall without needing a check (IE auto-success on that check in the SC).</p><p></p><p>Now, a POWER IMHO generally has a check associated with it, but it produces a specific known effect at a generally high level of effect. A page 42 improvisation has a check, but it produces a limited effect, at best. Sometimes that effect may be just what you need, so you go with it. Skills simply add proficiency bonus to uses of a page 42 type action, or they may have associated skill powers. </p><p></p><p>Feats, well, they are equivalent to boons in my system, but they can provide a power, which is just like any other power, or they might grant a ritual/practice type effect (expend a cost and get an automatic result). </p><p></p><p>Again, though, I never have ANY checks outside of challenges/combat, so I've carefully structured things that way. If you happen to use a power or a practice or whatever in a 'casual' way (just to do something, not to win some conflict) then it 'just works' or maybe 'just fails' as is narratively appropriate. These kinds of uses can only take place in an interlude because I've defined the game's structure as challenge scenes interspersed with interludes. I guess I've become a bit extreme in my stance, but it works. As I said in the disease/wound discussion though, I can see an argument for a 'resource consumption' concept that could lead to checks that aren't strictly part of any one single scene. For example a ritual to resist extreme cold could cost some residuum and have an associated check. Its effects could be gated by a check that determines how many points of freezing damage you resist as a result. I'd note though that the check isn't strictly needed here, but the expenditure vs savings are still a thing.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7113620, member: 82106"] It only HAS to be consistent (well, maybe not even then if you want a sort of surreal game) across a single campaign. SO I don't actually care if [MENTION=6696971]Manbearcat[/MENTION] has level 7 PCs leaping across 200' chasms and [MENTION=82504]Garthanos[/MENTION] has it 20' chasms. The rules themselves are perfectly happy to produce either result. In effect its nothing but reflavoring. I'm not sure I understand your reference to Passwall here, sorry. I do definitely think that both Passwall and Breaching Ram should be pretty equivalent. In my version of things I'd simply have them both allow breaking through the wall without needing a check (IE auto-success on that check in the SC). Now, a POWER IMHO generally has a check associated with it, but it produces a specific known effect at a generally high level of effect. A page 42 improvisation has a check, but it produces a limited effect, at best. Sometimes that effect may be just what you need, so you go with it. Skills simply add proficiency bonus to uses of a page 42 type action, or they may have associated skill powers. Feats, well, they are equivalent to boons in my system, but they can provide a power, which is just like any other power, or they might grant a ritual/practice type effect (expend a cost and get an automatic result). Again, though, I never have ANY checks outside of challenges/combat, so I've carefully structured things that way. If you happen to use a power or a practice or whatever in a 'casual' way (just to do something, not to win some conflict) then it 'just works' or maybe 'just fails' as is narratively appropriate. These kinds of uses can only take place in an interlude because I've defined the game's structure as challenge scenes interspersed with interludes. I guess I've become a bit extreme in my stance, but it works. As I said in the disease/wound discussion though, I can see an argument for a 'resource consumption' concept that could lead to checks that aren't strictly part of any one single scene. For example a ritual to resist extreme cold could cost some residuum and have an associated check. Its effects could be gated by a check that determines how many points of freezing damage you resist as a result. I'd note though that the check isn't strictly needed here, but the expenditure vs savings are still a thing. [/QUOTE]
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