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4e skill system -dont get it.
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 4126563" data-attributes="member: 710"><p>I think the closest you can come to it are scenarioes of the Dungeon/Dragon Adventure Path.</p><p>I remember probably 4 encounters that contained something that came relatively close to the general gist of the idea, but the actual implementation is not "perfect". Basically, the idea seemed to be to have several interconnected mini-scenes which often could be resolved by a few skill checks to solve the whole encounter to a good satistfaction. </p><p></p><p>I put the examples in a spoiler block.</p><p>Note that I was a player in both settings so I don't know the "implementation details" outlined in the books and can only refer to what I actually saw and did not forget. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p>Shackled City: </p><p>[sblock]</p><p>One encounter was "chaos" breaking out in Cauldron. A Umber Hulk appeared/got free, and I think there might have been even more going on. Anyway, the PCs tried to rescue themselves and some NPCs, and I remember that there were several checks involved, and no single "clear" way to solve the situation.</p><p></p><p>Another encounter was the volcano breaking out in the same city. Again, a city in chaos, and there were several situations where the PCs had to rescue people. The goal was to get "points" for solving certain situations, and to get enough to have enough people rescued. Not all tasks required skill checks, I remember at least one big fight, and maybe a second, but it might have actually be part of the first described scenario. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p>[/sblock]</p><p></p><p>Savage Tides</p><p>[sblock]</p><p>The first attack on Farshore consisted of several smaller encounters/challenges. Rescue someone from a burning house, stop a few pirates. Most of them were resolved by combat, though.</p><p></p><p>The lead-up to avoid the destruction of Farshore by the Pirates allows several individual tasks that can be resolved with skill checks to gain "victory points". </p><p>[/sblock]</p><p></p><p>Basically, there was always the kind of idea that you could link several individual aspects together and decide, based on the overall importance, how things worked out. But it was always something more or less "made up by the adventure designers" (speaking to their skills), not something that seemed to have a clear underlying guideline. I wouldn't be surprised though if such adventures weren't the reason why WotC designers came up with the 4E guidelines. </p><p></p><p>(But before anyone complains about stealing stuff from Paizo - I know at least one game that had a similar concept of skill challenges - I remember that there was a special mechanic for this in Torg.)</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 4126563, member: 710"] I think the closest you can come to it are scenarioes of the Dungeon/Dragon Adventure Path. I remember probably 4 encounters that contained something that came relatively close to the general gist of the idea, but the actual implementation is not "perfect". Basically, the idea seemed to be to have several interconnected mini-scenes which often could be resolved by a few skill checks to solve the whole encounter to a good satistfaction. I put the examples in a spoiler block. Note that I was a player in both settings so I don't know the "implementation details" outlined in the books and can only refer to what I actually saw and did not forget. ;) Shackled City: [sblock] One encounter was "chaos" breaking out in Cauldron. A Umber Hulk appeared/got free, and I think there might have been even more going on. Anyway, the PCs tried to rescue themselves and some NPCs, and I remember that there were several checks involved, and no single "clear" way to solve the situation. Another encounter was the volcano breaking out in the same city. Again, a city in chaos, and there were several situations where the PCs had to rescue people. The goal was to get "points" for solving certain situations, and to get enough to have enough people rescued. Not all tasks required skill checks, I remember at least one big fight, and maybe a second, but it might have actually be part of the first described scenario. ;) [/sblock] Savage Tides [sblock] The first attack on Farshore consisted of several smaller encounters/challenges. Rescue someone from a burning house, stop a few pirates. Most of them were resolved by combat, though. The lead-up to avoid the destruction of Farshore by the Pirates allows several individual tasks that can be resolved with skill checks to gain "victory points". [/sblock] Basically, there was always the kind of idea that you could link several individual aspects together and decide, based on the overall importance, how things worked out. But it was always something more or less "made up by the adventure designers" (speaking to their skills), not something that seemed to have a clear underlying guideline. I wouldn't be surprised though if such adventures weren't the reason why WotC designers came up with the 4E guidelines. (But before anyone complains about stealing stuff from Paizo - I know at least one game that had a similar concept of skill challenges - I remember that there was a special mechanic for this in Torg.) [/QUOTE]
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