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4e skill system -dont get it.
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<blockquote data-quote="Benimoto" data-source="post: 4126060" data-attributes="member: 40093"><p>Well, the other mechanical difference is that the checks are allowed against 3 different DCs, easy, medium and hard. A failure on an easy check produces some sort of penalty beyond just the general "failure" result, and a success on a hard check produces some sort of additional success. I think the general idea is that these extra results can vary from encounter to encounter.</p><p></p><p>I've seen two examples of what can happen with these extra results. Either a failure on an easy check gives everyone a -2 to all future checks, and a success on a hard check gives +2, or more simply a failure on a easy check counts as 2 failures, as does success on a hard check. Both of these variations make the probability considerably more complex than I can easily do in my head. When you account for PC's varying skill levels, it makes it considerably more complicated than a single check. The party has a chance to adjust their strategy midway through if they see themselves as getting too many failures too quickly.</p><p></p><p>But really the system exists to give every player ownership of a group success or failure, and to encourage roleplaying over raw mechanical concerns, as far as I've seen.</p></blockquote><p></p>
[QUOTE="Benimoto, post: 4126060, member: 40093"] Well, the other mechanical difference is that the checks are allowed against 3 different DCs, easy, medium and hard. A failure on an easy check produces some sort of penalty beyond just the general "failure" result, and a success on a hard check produces some sort of additional success. I think the general idea is that these extra results can vary from encounter to encounter. I've seen two examples of what can happen with these extra results. Either a failure on an easy check gives everyone a -2 to all future checks, and a success on a hard check gives +2, or more simply a failure on a easy check counts as 2 failures, as does success on a hard check. Both of these variations make the probability considerably more complex than I can easily do in my head. When you account for PC's varying skill levels, it makes it considerably more complicated than a single check. The party has a chance to adjust their strategy midway through if they see themselves as getting too many failures too quickly. But really the system exists to give every player ownership of a group success or failure, and to encourage roleplaying over raw mechanical concerns, as far as I've seen. [/QUOTE]
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