So it seems as if there is no "aid other" actions in this new system. I can kind of see the point (it is too important to get thso e victories to waste time helping someone succeed on theirs", but what if someone wanted to succeed on a simple DC 10 to give some one else a +2 just to make sure they get it? Would that break the system?
2> For the same reason I'm not fond of the critical success re-roll rule. How much does it break things to just give 2 successes on a natural 20? Overall, are you willing to share your math (spreadsheet?).
3> I really like the "party leader" style challenge variant someone else mentioned, where you need more successes, but that player counts for 2 successes (3 on a critical success) when the hit the DC. I'd love to see it as a formal variant.
4> Great prison break example, really evocative and I like the way the outcome of each segment feeds the next. I understand that going beyond a +1 to -1 range can make the math swing a bit, but it feels a bit wimpy after all that 'work'. I'm thinking that full success in segment 1 and 2 could give +2 bonus, failure could cost a healing surge from all players and the DC for segments 2 and 3 could be +1 higher than for stage 1. Just another way to make the math the same as you had, but also penalize the players for failure. I might go a bit tougher and make segment 3 one higher DC than segment 2.
5> I think XP should be 1/2 for partial success and full for success.
I like how there's a sliding scale of success-failure, just like a combat encounter. Here's a thought about partial successes. Maybe when the party attains a partial success, they enter the skill challenge a second time.
This seems awesome, but I'd like to see more examples and more tactical options.
Give it to me straight, Stalk. Why should I, a devoted fan of your previous skill challenge system, adopt obsidian? Is there any major disadvantages to obsidian? Please don't mince words; I prefer to make an informed decision.
I didn't mean to imply that the system wasn't awesome. I am looking forward to the new abilities, and it's not like this system has less tactical options than the original skill challenge system. Keep up the good work.Hehe, I can never win. People said my last system was too complex, and this one too simple. I am working on a few additional options, but just so you know I have no plans to add a huge list of player abilities. The point of this system is that it is simple, the mechanics are secondary to the actions of the player.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.