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  1. H

    Excerpt: skill challenges

    You seem to think that the alternatives are opposite, while in fact they do the same thing: they remove tactical choice. In the first case the choice gets too obvious, and in the second case the choice is invalidated by the DMs preparations.
  2. H

    Excerpt: skill challenges

    That is a suboptimal choice :). Yes, everyone choses for himself. That is why it might sometimes be a good idea to try and give the next guy a bonus by choosing a hard check yourself (I'm not sure it works that way, but I think it should). Well, then you should maybe try to figure out which...
  3. H

    Excerpt: skill challenges

    easy+highest mod is not always the optimal choice (as in it does not always give you the highest chance of winning the entire challenge). That depends on the number of success/failures needed, the number you currently have and your actual skill mod alternatives. You might have a better chance to...
  4. H

    Excerpt: skill challenges

    But there's still not much of a real tactical choice for the player. Stripping the encounter down to its mechanics, it looks like this: Player: I try diplomacy (roll high). DM: You succeed. Player: Ok, now I try intimidate (roll high). DM: You fail. Player: Ok, back to diplomacy (roll low). DM...
  5. H

    Excerpt: skill challenges

    I'm kinda worried this will mean that players just make a series of rolls and the GM tells them how it goes -- now where's the choice/tactics in that? Where's the game? Has someone seen any indication that the difficulty of the rolls are open to the players beforehand, so that they can choose...
  6. H

    Hit Points?

    It's con score, not con mod is my guess.
  7. H

    A Cool Incident From Our Playtest

    No no no guys -- it's in the rules! The peasants' hero titles *must* be revoked! /hcm, defender of dead warcasters
  8. H

    A Cool Incident From Our Playtest

    Sounds like a fun moment, but since it's a playtest: I don't think the peasants should have gotten opportunity attacks since the warcaster's movement was forced.
  9. H

    Long-Term Injury Fun?

    I really like SteveC's and LostSoul's suggestions. A long the same line of thinking, you can make injuries something that can be used like a "negative" per day or even encounter power, but doing so earns you something -- say an action point -- to be used once you get well. This can also be...
  10. H

    D&D 4E 4E Mechanics can reduce the need for combat!

    You could use the principles of conflict resolution (instead of task resolution) for the outcome of the skill encounter -- "if you win, this will be accomplished, but if you lose, you'll face these problems ..." That way, the story moves on either way, and you get past the problems of getting...
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