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<blockquote data-quote="Obryn" data-source="post: 6027882" data-attributes="member: 11821"><p>Ah. I think I understand the problem. You think the skill challenge rules as presented in the DMG were an unplaytested monstrosity - and I agree! They were a good idea, but the implementation was poor, the math was execrable, and some of the advice was awful. (Including, "Ehh, just use any skill you want, they're all the same!" I'll allow for novel one-time uses, but there's actual skills that help more.) </p><p></p><p>It's not 2008 anymore. Nowadays, it's a good idea with strong math and solid execution. Advice in Dragon and Dungeon, the DMG2, and better adventures have come along since then.</p><p></p><p>I used one with a combat encounter recently, and it worked splendidly. The party needed to succeed on a number of Arcana checks (not "whatever is highest" - specifically Arcana) to break through a sorcerer-queen's defenses while her kuotagha were trying to strangle them to death. After 3 failures, even successes did damage to the arcanist. It added a lot of tension to the whole battle.</p><p></p><p>I've also used them for things like walking the Silt Road and Silt Reef outside Giustenal, crossing the Athasian wastes, and infiltrating Dregoth's palace. It really aids dramatic task resolution, both in and out of combat.</p><p></p><p>4e is a far, far better game today than it was on its release. If you don't want to know more about 4e than you did in 2007, it's fine, but if your only opinions of 4e are based on 2007/2008, then you're simply uninformed.</p><p></p><p>-O</p></blockquote><p></p>
[QUOTE="Obryn, post: 6027882, member: 11821"] Ah. I think I understand the problem. You think the skill challenge rules as presented in the DMG were an unplaytested monstrosity - and I agree! They were a good idea, but the implementation was poor, the math was execrable, and some of the advice was awful. (Including, "Ehh, just use any skill you want, they're all the same!" I'll allow for novel one-time uses, but there's actual skills that help more.) It's not 2008 anymore. Nowadays, it's a good idea with strong math and solid execution. Advice in Dragon and Dungeon, the DMG2, and better adventures have come along since then. I used one with a combat encounter recently, and it worked splendidly. The party needed to succeed on a number of Arcana checks (not "whatever is highest" - specifically Arcana) to break through a sorcerer-queen's defenses while her kuotagha were trying to strangle them to death. After 3 failures, even successes did damage to the arcanist. It added a lot of tension to the whole battle. I've also used them for things like walking the Silt Road and Silt Reef outside Giustenal, crossing the Athasian wastes, and infiltrating Dregoth's palace. It really aids dramatic task resolution, both in and out of combat. 4e is a far, far better game today than it was on its release. If you don't want to know more about 4e than you did in 2007, it's fine, but if your only opinions of 4e are based on 2007/2008, then you're simply uninformed. -O [/QUOTE]
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