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Hacking GUMSHOE for a skill challenge
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<blockquote data-quote="Quickleaf" data-source="post: 6136574" data-attributes="member: 20323"><p>In-game logic is fairly important to me and my group. That's not to say we lean more to the sim side. We do not, we are mainly it it for the game. But having a coherency to the game and setting makes it more enjoyable for us.</p><p></p><p> That's why the air elemental might appear if the PCs go looking for clues where the teleportation circle was cast; originally the mages summoned the air elemental to erase evidence of the teleportation circle, but it being an elemental it just spun around and messed things up so that traces of scattered chalk still remain. If the elemental was triggered by failed checks in, say, the chapel and the cistern, it wouldn't make much sense in-game.</p><p></p><p></p><p>I do use degrees of success loosely in all my D&D games, but no codified rules for it.</p><p></p><p>The way I've translated GUMSHOE is that "core clues" you can learn with any logical action (screw the skill system) that could learn the clue; I won't be withholding of these in the least, and they are very easy to acquire.</p><p></p><p>Skills come in completely independent of these "core clues" if a player want more information out of a particular area of investigation. Skill checks can access secondary clues, but there is some risk involved and often they can only be attempted once (e.g. you try to grab the burning scroll and fail - it burns up, you can't try again).</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 6136574, member: 20323"] In-game logic is fairly important to me and my group. That's not to say we lean more to the sim side. We do not, we are mainly it it for the game. But having a coherency to the game and setting makes it more enjoyable for us. That's why the air elemental might appear if the PCs go looking for clues where the teleportation circle was cast; originally the mages summoned the air elemental to erase evidence of the teleportation circle, but it being an elemental it just spun around and messed things up so that traces of scattered chalk still remain. If the elemental was triggered by failed checks in, say, the chapel and the cistern, it wouldn't make much sense in-game. I do use degrees of success loosely in all my D&D games, but no codified rules for it. The way I've translated GUMSHOE is that "core clues" you can learn with any logical action (screw the skill system) that could learn the clue; I won't be withholding of these in the least, and they are very easy to acquire. Skills come in completely independent of these "core clues" if a player want more information out of a particular area of investigation. Skill checks can access secondary clues, but there is some risk involved and often they can only be attempted once (e.g. you try to grab the burning scroll and fail - it burns up, you can't try again). [/QUOTE]
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Hacking GUMSHOE for a skill challenge
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