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Convincing 4th Edition players to consider 5th Edition
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<blockquote data-quote="pemerton" data-source="post: 5964661" data-attributes="member: 42582"><p>When I use skill challenges for social resolution, they're not as structured as what you describe here. So I don't think my system says anything in particular about human interaction (at least, not consciously). I primarily rely on the colour to provide the value to the choices made: being seen as strong, weak, honourable, loyal, trustworthy etc (and this affects the actions attempted by the PCs, which in turn affect the skill that is actually checked). This colour within the skill challenge depends in turn on other colour built up around the PCs via race, class, paragon path etc.</p><p></p><p>I personally don't agree with this. There <em>are</em> problems with the originally published DCs, and in general the maths of skill challenges are tricky in a system with such disparate and highly scaling bonuses (Essentials compensates for this via the two expedients of (i) the rather ad hoc "advantage" mechanic, and (ii) giving XP whether the PCs win or lose).</p><p></p><p>But the actual structure of the system as presented in the DMG and PHB - GM narrates situation, player narrates PC's interaction with situation, a skill check is specified and resolved generating a change in the situation to be narrated by the GM, continue until the mechanics oblige the GM to narrate either success (N successes) or failure (3 failures) - I think is quite workable, and perhaps even has some strengths over other systems.</p><p></p><p>For example, in Burning Wheel the rules <em>require</em> narration as well as rolling at each exchange in a Duel of Wits, but in many cases the dice can be rolled without much narration having taken place - it might only be when it comes time to work out the content of a compromise that the lack of narration makes itself felt mechanically. Whereas in a skill challenge, run as the books describe, there has to be narration at every point, because the player can't say what his/her PC is doing until the GM narrates the scene, and the skill check can't be made until the player has narrated what his/her PC is doing and the appropriate skill and DC therefore determined by the GM.</p></blockquote><p></p>
[QUOTE="pemerton, post: 5964661, member: 42582"] When I use skill challenges for social resolution, they're not as structured as what you describe here. So I don't think my system says anything in particular about human interaction (at least, not consciously). I primarily rely on the colour to provide the value to the choices made: being seen as strong, weak, honourable, loyal, trustworthy etc (and this affects the actions attempted by the PCs, which in turn affect the skill that is actually checked). This colour within the skill challenge depends in turn on other colour built up around the PCs via race, class, paragon path etc. I personally don't agree with this. There [I]are[/I] problems with the originally published DCs, and in general the maths of skill challenges are tricky in a system with such disparate and highly scaling bonuses (Essentials compensates for this via the two expedients of (i) the rather ad hoc "advantage" mechanic, and (ii) giving XP whether the PCs win or lose). But the actual structure of the system as presented in the DMG and PHB - GM narrates situation, player narrates PC's interaction with situation, a skill check is specified and resolved generating a change in the situation to be narrated by the GM, continue until the mechanics oblige the GM to narrate either success (N successes) or failure (3 failures) - I think is quite workable, and perhaps even has some strengths over other systems. For example, in Burning Wheel the rules [I]require[/I] narration as well as rolling at each exchange in a Duel of Wits, but in many cases the dice can be rolled without much narration having taken place - it might only be when it comes time to work out the content of a compromise that the lack of narration makes itself felt mechanically. Whereas in a skill challenge, run as the books describe, there has to be narration at every point, because the player can't say what his/her PC is doing until the GM narrates the scene, and the skill check can't be made until the player has narrated what his/her PC is doing and the appropriate skill and DC therefore determined by the GM. [/QUOTE]
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