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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="Saeviomagy" data-source="post: 4307333" data-attributes="member: 5890"><p>I think there are some elements that should be drawn from combat to skill challenges.</p><p></p><p>1. The players are against someone or something, not their own failures. Randomness + the oppositions unique abilities heavily flavour each combat.</p><p>2. The environment affects the effectiveness of abilities on both sides of the fence.</p><p>3. There are multiple levels of resource management. Only one of these is a direct metric for failure (ie - hitpoints). Management of dailies and encounter powers contribute to the usefulness of tactics and strategy, but having zero encounter powers doesn't mean that you automatically lose.</p><p>4. The metric for failure (hitpoints) is primarily manipulated by the enemy, not the players. The players CAN change the effectiveness of the enemy however.</p><p></p><p>On the most basic level, a skill challenge system that mirrored these elements would be:</p><p></p><p>Players each roll.</p><p>Foes each roll.</p><p>Players win if they accumulate X successes before foes accumulate Y successes.</p><p></p><p>Obviously to make a system capable of more engageing challenges there should be some mechanisms for "roll reduces foes roll", "roll increases ally's roll" and also some sort of secondary resource management.</p><p></p><p></p><p>This argument has been pretty thoroughly covered in the math heavy threads, so we should avoid bringing it up here.</p></blockquote><p></p>
[QUOTE="Saeviomagy, post: 4307333, member: 5890"] I think there are some elements that should be drawn from combat to skill challenges. 1. The players are against someone or something, not their own failures. Randomness + the oppositions unique abilities heavily flavour each combat. 2. The environment affects the effectiveness of abilities on both sides of the fence. 3. There are multiple levels of resource management. Only one of these is a direct metric for failure (ie - hitpoints). Management of dailies and encounter powers contribute to the usefulness of tactics and strategy, but having zero encounter powers doesn't mean that you automatically lose. 4. The metric for failure (hitpoints) is primarily manipulated by the enemy, not the players. The players CAN change the effectiveness of the enemy however. On the most basic level, a skill challenge system that mirrored these elements would be: Players each roll. Foes each roll. Players win if they accumulate X successes before foes accumulate Y successes. Obviously to make a system capable of more engageing challenges there should be some mechanisms for "roll reduces foes roll", "roll increases ally's roll" and also some sort of secondary resource management. This argument has been pretty thoroughly covered in the math heavy threads, so we should avoid bringing it up here. [/QUOTE]
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A talk on the concept of "failures" in a skill challenge (no math, comments welcome)
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