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A reason why 4E is not as popular as it could have been
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<blockquote data-quote="Crazy Jerome" data-source="post: 5463731" data-attributes="member: 54877"><p>I think Neo Chameleon probably answered your last question directed at me. So I'll pick up here. Please clarify if you want me to go back to earlier.</p><p> </p><p>I largely agree to pemerton's answer to the above quote. I will say that you'll get some variety on this depending on the players. I'd be strongly inclined to play to my strengths with the 4E raw, but it doesn't seem to affect the players that way. Partly, it's because I'm not overt that we are even in a skill challenge, and sometimes switching in and out of skill challenges on the fly based on player behavior. As far as they are concerned, they are just using skills to try accomplish their goals. They've always had a mix of reaction to the situation and trying to leverage high skills. That mix hasn't changed with 4E.</p><p> </p><p>I'm also pretty mean with my difficulties, and am always perfectly willing for the group to fall on their face if they go in half-cocked and have a bad string of luck. And I'll definitely set initial difficulties harder than RAW recommends, but include ways that characters can use information to lower them. So in your terms, that information is found, and then a character is using that information to exploit a weakness, via a lowered DC. They still need someone with that skill reasonably high, but with a large group, you always have that. </p><p> </p><p>That's probably another reason why we get somewhat different play. As a group, every skill is reasonably covered, many redundantly. I set up situations with this as the assumed state. Things become hard or easy depending on how much information the group can ferret out. So it is not so much "exploit a weakness" or "play to a strength" as it is, "find an edge, any edge, then determine how to best use it."</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5463731, member: 54877"] I think Neo Chameleon probably answered your last question directed at me. So I'll pick up here. Please clarify if you want me to go back to earlier. I largely agree to pemerton's answer to the above quote. I will say that you'll get some variety on this depending on the players. I'd be strongly inclined to play to my strengths with the 4E raw, but it doesn't seem to affect the players that way. Partly, it's because I'm not overt that we are even in a skill challenge, and sometimes switching in and out of skill challenges on the fly based on player behavior. As far as they are concerned, they are just using skills to try accomplish their goals. They've always had a mix of reaction to the situation and trying to leverage high skills. That mix hasn't changed with 4E. I'm also pretty mean with my difficulties, and am always perfectly willing for the group to fall on their face if they go in half-cocked and have a bad string of luck. And I'll definitely set initial difficulties harder than RAW recommends, but include ways that characters can use information to lower them. So in your terms, that information is found, and then a character is using that information to exploit a weakness, via a lowered DC. They still need someone with that skill reasonably high, but with a large group, you always have that. That's probably another reason why we get somewhat different play. As a group, every skill is reasonably covered, many redundantly. I set up situations with this as the assumed state. Things become hard or easy depending on how much information the group can ferret out. So it is not so much "exploit a weakness" or "play to a strength" as it is, "find an edge, any edge, then determine how to best use it." [/QUOTE]
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A reason why 4E is not as popular as it could have been
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