AbdulAlhazred
Legend
I think the original PDF had some examples. Other than that I haven't really seen any and I'm not sure I kept real good notes on any of the challenges I did use it with (it was only a fraction of all of them).I see this thread has been quiet for a while, but I hope someone can help me. I'm running a Star Wars Saga Edition game, and I've already tried running one Obsidian challenge in it. I'm basically pleased with the result and would like to do more, but there are some things about the system as written that I still don't get. I was hoping someone with experience could describe how it works in a little more detail.
1. How does having the whole group roll at once for a round actually work, in practical terms? Does this mean that nobody in the group can build off anyone else's action until the next round, when they find out whether it succeeded? Does it mean that the GM has to keep track of exactly who succeeded and who failed, and if so, isn't it easier to remember if they roll one by one? (I ended up having my group roll one at a time when I did my challenge, but I did feel that spoiled a bit of suspense.)
2. In a basic three-round challenge, do you typically introduce new circumstances with each round, or do you save that for the "large challenges"?
3. If anyone's tried using Obsidian with SWSE, do you feel that the DCs are appropriate or too high? I dropped the DCs for my level 1 party from 18 to 15. They didn't blow the challenge away, getting exactly the number of successes required to beat the challenge, but perhaps the math works better leaving the DCs where they are and I shouldn't mess with it?
Any help would be much appreciated! A recording or roll-by-roll transcription of a sample Obsidian challenge would be ideal, if anyone knows where such a thing could be found.
The order of action thing I just solved in the old-fashioned way, everyone announced their actions after they all decided them, then they rolled in any order.
As for things happening between rounds, yes. In general I would say every SC should have a plot and thus having a beginning middle and end that are at some level scenes of their own is good. Of course they're going to be fairly minimal scenes and not a lot may happen between rounds, but it is POSSIBLE to have rounds happen with quite a bit of time/space/plot between them. I might do that if I wanted a fast paced sequence with a few key choices. That way it all runs quick and intense but all hangs together.
I would go by the math Stalker0 used. He was looking for a specific chance of success and I'm pretty sure he provided the math for that. You would just want to tweak in theory by the average difference in total bonuses between the two games. I'm not familiar enough with SWSE to know exactly what that number would be.