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General Tabletop Discussion
*Pathfinder & Starfinder
A talk on the concept of "failures" in a skill challenge (no math, comments welcome)
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<blockquote data-quote="Tuft" data-source="post: 4304112" data-attributes="member: 60045"><p>Stalker0 (and others), there is a simple modification to Aid Other than <ul> <li data-xf-list-type="ul">helps weak characters more that strong characters, making the group result spread more even.</li> <li data-xf-list-type="ul">makes Aid Other less powerful and more useful at the same time</li> <li data-xf-list-type="ul">gives people with high skills a small reward without them being overpowering</li> <li data-xf-list-type="ul">makes skill use a little bit more simulationistic and less gameistic <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=";)" />.</li> </ul><p></p><p>So, what is it? Simply:</p><p>(A) Make Aid Other a "free" action, i.e. it does not make the ones doing the aiding lose their own opportunities to roll.</p><p>(B) Don't roll against with a fixed target number 10 for Aid Other; <strong>instead only let a higher result raise a lower</strong> with the given aid modifier.</p><p></p><p>Look at it this way: If you want help with a difficult task, who do you ask? Someone with a superior skill or someone with an inferior one? When you in real life see someone helping somebody else, is it the weak that help the strong or the other way around?</p><p></p><p>This will, in my opinion, help in a "weakest link" situation, which is exactly what skill challenges who count failures are, without making Aid Other as overpowering as it is when everybody throws everything at the most skilled point man. </p><p></p><p>I suppose that running the math on this one is a bit tricky, though, as you suddenly have dice rolls that are highly dependant on each other... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> And the big question is still whether this is change enough to make low-skilled characters feel less of a hindrance.</p></blockquote><p></p>
[QUOTE="Tuft, post: 4304112, member: 60045"] Stalker0 (and others), there is a simple modification to Aid Other than[list] [*]helps weak characters more that strong characters, making the group result spread more even. [*]makes Aid Other less powerful and more useful at the same time [*]gives people with high skills a small reward without them being overpowering [*]makes skill use a little bit more simulationistic and less gameistic ;). [/list] So, what is it? Simply: (A) Make Aid Other a "free" action, i.e. it does not make the ones doing the aiding lose their own opportunities to roll. (B) Don't roll against with a fixed target number 10 for Aid Other; [b]instead only let a higher result raise a lower[/b] with the given aid modifier. Look at it this way: If you want help with a difficult task, who do you ask? Someone with a superior skill or someone with an inferior one? When you in real life see someone helping somebody else, is it the weak that help the strong or the other way around? This will, in my opinion, help in a "weakest link" situation, which is exactly what skill challenges who count failures are, without making Aid Other as overpowering as it is when everybody throws everything at the most skilled point man. I suppose that running the math on this one is a bit tricky, though, as you suddenly have dice rolls that are highly dependant on each other... :) And the big question is still whether this is change enough to make low-skilled characters feel less of a hindrance. [/QUOTE]
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A talk on the concept of "failures" in a skill challenge (no math, comments welcome)
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