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Sudden Death Skill Challenge System
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 4928575" data-attributes="member: 710"><p>Interesting approach. I think one "problem" might be that you now reward luck too much?</p><p>You don't need to use the right skill, you just have to find an excuse and roll high. </p><p></p><p>Of course, I like that it's never a bad idea risking to roll. So I think you succeeded in achieving your stated goal... <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>A second issue might be that your system works differently good for different number of PCs. If there are 10 PCs, it's highly unlikely that they will ever fail a challenge - someone is bound to roll well. If there are only 2, they might not make it far, because 2 bad rolls are easy to have. Maybe you have to set a fixed number of skill checks allowed per round? But that's bad, because it means some players might not get to participate at all. </p><p></p><p>Overall, I think a little missing in the concept of the "generic" skill challenge is the lack of flow or dynamics. By "RAW", it's just x succeses before y failures. There is no mechanical hint or design element that helps you add a dynamic to it. You can usually use the same skills over and over and nothing changes. That's also the problem with your approach. Once you know Diplomacy is your best skill and you can use it, you don't need to be smart, you just roll that skill. </p><p></p><p>Compare that to combat. Your best powers are dailies, but you can use them only once per day. You have at least two powers to select from every round, and the situation in combat determines which one is the be.</p><p></p><p>Skill Challenges by default are missing these elements. I like skill challenges that are designed as a real mini-game - a check with X opens up a check on Y. You can roll this type of check only <em>n</em> times for success. Repeating a check with Z increases the DC. But even that's probably still a little shallow...</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 4928575, member: 710"] Interesting approach. I think one "problem" might be that you now reward luck too much? You don't need to use the right skill, you just have to find an excuse and roll high. Of course, I like that it's never a bad idea risking to roll. So I think you succeeded in achieving your stated goal... :) A second issue might be that your system works differently good for different number of PCs. If there are 10 PCs, it's highly unlikely that they will ever fail a challenge - someone is bound to roll well. If there are only 2, they might not make it far, because 2 bad rolls are easy to have. Maybe you have to set a fixed number of skill checks allowed per round? But that's bad, because it means some players might not get to participate at all. Overall, I think a little missing in the concept of the "generic" skill challenge is the lack of flow or dynamics. By "RAW", it's just x succeses before y failures. There is no mechanical hint or design element that helps you add a dynamic to it. You can usually use the same skills over and over and nothing changes. That's also the problem with your approach. Once you know Diplomacy is your best skill and you can use it, you don't need to be smart, you just roll that skill. Compare that to combat. Your best powers are dailies, but you can use them only once per day. You have at least two powers to select from every round, and the situation in combat determines which one is the be. Skill Challenges by default are missing these elements. I like skill challenges that are designed as a real mini-game - a check with X opens up a check on Y. You can roll this type of check only [I]n[/I] times for success. Repeating a check with Z increases the DC. But even that's probably still a little shallow... [/QUOTE]
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