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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="MeMeMeMe" data-source="post: 4304711" data-attributes="member: 68069"><p>To Stalker0, I agree this failure issue is a problem.</p><p></p><p>I like the three methods of challenges suggested earlier, but I also have another idea.</p><p></p><p>Something like: for each complexity, there are a set number of successes, and set number of failures.</p><p>In addition, each player has a buffer of one or two failures, which don't count towards the overall total.</p><p></p><p>So, one challenge might be: you need 8 successes before 2 failures. But each player can suffer one failure for free, that doesn't count towards the total.</p><p></p><p>Such an approach allows everyone in the group to attempt to contribute to the challenge, and in fact may require it.</p><p></p><p><strong>Another thing to bear in mind</strong></p><p></p><p>From memory, there are three types of roles characters may make in a skill challenge.</p><p>1. Rolls which Count: a success here counts as one success for the contest, and a failure counts towards the number of failures.</p><p>2. Rolls which Aid Another: the listed challenges seem to use a different mechanism for Aid another - it doesn't use the standard Aid Another difficulty. </p><p>3. Rolls for dealing with Hazards. Some of the sample tests have things like: "Two players must make Endurance rolls; if they fail, everyone loses a healing surge". These rolls don't count towards overall success or failure, they allow the team to avoid danger while trying to succeed the challenge.</p><p></p><p>That third option is fertile ground for giving players things to try, that don't count towards overall failure of the challenge. Maybe someone can suggest other types of things skills can be used for during a challenge.</p></blockquote><p></p>
[QUOTE="MeMeMeMe, post: 4304711, member: 68069"] To Stalker0, I agree this failure issue is a problem. I like the three methods of challenges suggested earlier, but I also have another idea. Something like: for each complexity, there are a set number of successes, and set number of failures. In addition, each player has a buffer of one or two failures, which don't count towards the overall total. So, one challenge might be: you need 8 successes before 2 failures. But each player can suffer one failure for free, that doesn't count towards the total. Such an approach allows everyone in the group to attempt to contribute to the challenge, and in fact may require it. [b]Another thing to bear in mind[/b] From memory, there are three types of roles characters may make in a skill challenge. 1. Rolls which Count: a success here counts as one success for the contest, and a failure counts towards the number of failures. 2. Rolls which Aid Another: the listed challenges seem to use a different mechanism for Aid another - it doesn't use the standard Aid Another difficulty. 3. Rolls for dealing with Hazards. Some of the sample tests have things like: "Two players must make Endurance rolls; if they fail, everyone loses a healing surge". These rolls don't count towards overall success or failure, they allow the team to avoid danger while trying to succeed the challenge. That third option is fertile ground for giving players things to try, that don't count towards overall failure of the challenge. Maybe someone can suggest other types of things skills can be used for during a challenge. [/QUOTE]
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A talk on the concept of "failures" in a skill challenge (no math, comments welcome)
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