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<blockquote data-quote="FireLance" data-source="post: 5021399" data-attributes="member: 3424"><p>More on topic, I think I would rather have the mini-games work in conjunction with skill checks rather than as a replacement for skill checks. </p><p></p><p>For searching, say you have twenty locations to search to find one item. An Easy Perception check allows you to search one location, a Moderate Perception check allows you to search two locations, and a Hard Perception check allows you to search three locations. The player gets involved because he has to pick which locations to search after a successful Perception check, and if you add a time limit (traps going off, battle going on, roof collapsing, guards arriving in a few rounds, etc.) you also add a tactical dimension to the game: go slow and steady with Easy checks, or risk a Hard check?</p><p></p><p>For picking a lock, perhaps the players have to obtain a specific combination of 20 numbers. A Moderate Thievery check reveals one number, and a Hard Thievery check reveals two. The player of a character who fails the check can still try to detect the underlying pattern and make a guess. You can use the same time constraint factors mentioned above to add a tactical dimension to the game and give players an incentive to guess even if the Thievery check is failed.</p></blockquote><p></p>
[QUOTE="FireLance, post: 5021399, member: 3424"] More on topic, I think I would rather have the mini-games work in conjunction with skill checks rather than as a replacement for skill checks. For searching, say you have twenty locations to search to find one item. An Easy Perception check allows you to search one location, a Moderate Perception check allows you to search two locations, and a Hard Perception check allows you to search three locations. The player gets involved because he has to pick which locations to search after a successful Perception check, and if you add a time limit (traps going off, battle going on, roof collapsing, guards arriving in a few rounds, etc.) you also add a tactical dimension to the game: go slow and steady with Easy checks, or risk a Hard check? For picking a lock, perhaps the players have to obtain a specific combination of 20 numbers. A Moderate Thievery check reveals one number, and a Hard Thievery check reveals two. The player of a character who fails the check can still try to detect the underlying pattern and make a guess. You can use the same time constraint factors mentioned above to add a tactical dimension to the game and give players an incentive to guess even if the Thievery check is failed. [/QUOTE]
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