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4e skill system -dont get it.
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<blockquote data-quote="JesterOC" data-source="post: 4126333" data-attributes="member: 42841"><p>I listened to the Tome podcast today and the host interveiwed Andy Collins. This skill check mechanism came up and he gave some more details. </p><p></p><p>First was that the players did not choose the difficulty level directly. The players come up with solutions, the DM determins if the proper use of that skill would be easy medium or hard. The DM then checks a table to look up the DC for the given Difficulty and then the roll is made.</p><p></p><p>Also a failure should never end with a total loss for the players. The example he gave is if they fail to convince a King of something, that a total failure would never end with "and then the PC's are locked in the dungeon forever. The End" Instead if they do fail they will either not gain a reward, or get some story based penality later on. The example of this was if the players exiting from Sembia failed, they still got out of the town, but when they later encountered the next event, the encounter would be harder due to the earlier loss (in the example he said the monsters got some dice or other bonuses).</p><p></p><p>Everything else sounded like the PC lite version, DM sets up scenario deterimnes how many successes will trigger a success and who many failures will trigger as failure. The players come up with their best ideas and the DM figures the difficulty, a table determines the exact odds. And it is a go. </p><p></p><p>I would ASSUME that players will get feedback on how difficult their attempt was and thus would likely be able to change plans mid way through the contest.</p><p></p><p>OK hope that helps.</p><p></p><p>Go here <a href="http://thetome.podbean.com/" target="_blank">http://thetome.podbean.com/</a> to listen to it.</p><p></p><p>JesterOC</p><p></p><p>p.s. he also gave a little more detail about the fireball spell (not much crunch) All in all a pretty good interview.</p></blockquote><p></p>
[QUOTE="JesterOC, post: 4126333, member: 42841"] I listened to the Tome podcast today and the host interveiwed Andy Collins. This skill check mechanism came up and he gave some more details. First was that the players did not choose the difficulty level directly. The players come up with solutions, the DM determins if the proper use of that skill would be easy medium or hard. The DM then checks a table to look up the DC for the given Difficulty and then the roll is made. Also a failure should never end with a total loss for the players. The example he gave is if they fail to convince a King of something, that a total failure would never end with "and then the PC's are locked in the dungeon forever. The End" Instead if they do fail they will either not gain a reward, or get some story based penality later on. The example of this was if the players exiting from Sembia failed, they still got out of the town, but when they later encountered the next event, the encounter would be harder due to the earlier loss (in the example he said the monsters got some dice or other bonuses). Everything else sounded like the PC lite version, DM sets up scenario deterimnes how many successes will trigger a success and who many failures will trigger as failure. The players come up with their best ideas and the DM figures the difficulty, a table determines the exact odds. And it is a go. I would ASSUME that players will get feedback on how difficult their attempt was and thus would likely be able to change plans mid way through the contest. OK hope that helps. Go here [URL=http://thetome.podbean.com/]http://thetome.podbean.com/[/URL] to listen to it. JesterOC p.s. he also gave a little more detail about the fireball spell (not much crunch) All in all a pretty good interview. [/QUOTE]
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