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4e skill system -dont get it.
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<blockquote data-quote="Magus Coeruleus" data-source="post: 4126383" data-attributes="member: 1704"><p>Yeah, I would never tell the players it's "challenge time" or ask them to set the difficulty. I would make it as seamless as possible for them, with the mechanics of it secretly in my head, tracking successes and failures, determining which ones actually count toward the thresholds and which are irrelevant, and what difficulty each action qualifies for, telling them none of these metagame values. I would rather encourage players to explain what exactly they want their PCs to do and why than to let them just pick low/med/high diving board. If they know the easy/med/hard distinction and want to take a smaller/larger gamble then it's up to THEM to roleplay and explain an action that reasonably qualifies as relevant to the challenge and either easy or hard. If they can't think of something that would be higher risk AND higher return as a result of that increased risk, then hard DC is not an option; likewise if they feel cautious but can't think of something that is low risk but still marginally helpful then they get stuck with a med/hard DC all the same.</p><p></p><p>I think easy should be low risk low return and hard should be high risk high return. I would not penalize so badly for failure of an easy check; the consequences should not be so dire else why try easy in the first place?</p></blockquote><p></p>
[QUOTE="Magus Coeruleus, post: 4126383, member: 1704"] Yeah, I would never tell the players it's "challenge time" or ask them to set the difficulty. I would make it as seamless as possible for them, with the mechanics of it secretly in my head, tracking successes and failures, determining which ones actually count toward the thresholds and which are irrelevant, and what difficulty each action qualifies for, telling them none of these metagame values. I would rather encourage players to explain what exactly they want their PCs to do and why than to let them just pick low/med/high diving board. If they know the easy/med/hard distinction and want to take a smaller/larger gamble then it's up to THEM to roleplay and explain an action that reasonably qualifies as relevant to the challenge and either easy or hard. If they can't think of something that would be higher risk AND higher return as a result of that increased risk, then hard DC is not an option; likewise if they feel cautious but can't think of something that is low risk but still marginally helpful then they get stuck with a med/hard DC all the same. I think easy should be low risk low return and hard should be high risk high return. I would not penalize so badly for failure of an easy check; the consequences should not be so dire else why try easy in the first place? [/QUOTE]
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