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*Pathfinder & Starfinder
A talk on the concept of "failures" in a skill challenge (no math, comments welcome)
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<blockquote data-quote="Quickleaf" data-source="post: 4307473" data-attributes="member: 20323"><p>Stalker, no intent to derail your thread, sorry. Yes, I think it's a problem, actually 3 problems in 1 relating to how it influences player involvement:</p><p></p><p><strong>1. Reluctance to Participate</strong></p><p>A group-minded tactical player without the option to "Aid" would clearly choose not participating in a skill challenge where his chances of success were dim - after all the reward (1 success like everybody else) isn't worth the risk of accruing a failure.</p><p>[sblock=Fix] Reward high risk rolls with 2 successes, or +1 success and reduce #failures by 1, or some variation on the theme.[/sblock]</p><p></p><p><strong>2. Left Using Aid Another</strong></p><p>The 4e philosophy is: No PC should be limited from taking their own exciting action by helping an ally. In other words, WotC identified a trend among gamers to view "Aid" actions as less fun than actions attempting to resolve or overcome a conflict. Thus, the cleric was revised to allow for an attack+healing in the same round.</p><p>[sblock=Fix] Revise "Aid" to allow for more complex situations.[/sblock]</p><p></p><p><strong>3. Resorting to Best Skill</strong></p><p>Since there's no tactical advantage to choosing different skills, a tactical player will rely on that small set of skills that are their best all the time (the skill challenge allowing). While the DM creating great balanced skill challenges helps, the real trouble is there's no incentive to try a different skill.</p><p>[sblock=Fix #1]Provide incentive for using a different skill, a cumulative +1 bonus perhaps?[/sblock]</p><p>[sblock=Fix #2]Implement "skill challenges" (same name, different concept) from Iron Heroes/True20, so that you can really push your ranks in your high skill to pull off cool stunts, adding some variety.[/sblock]</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 4307473, member: 20323"] Stalker, no intent to derail your thread, sorry. Yes, I think it's a problem, actually 3 problems in 1 relating to how it influences player involvement: [b]1. Reluctance to Participate[/b] A group-minded tactical player without the option to "Aid" would clearly choose not participating in a skill challenge where his chances of success were dim - after all the reward (1 success like everybody else) isn't worth the risk of accruing a failure. [sblock=Fix] Reward high risk rolls with 2 successes, or +1 success and reduce #failures by 1, or some variation on the theme.[/sblock] [b]2. Left Using Aid Another[/b] The 4e philosophy is: No PC should be limited from taking their own exciting action by helping an ally. In other words, WotC identified a trend among gamers to view "Aid" actions as less fun than actions attempting to resolve or overcome a conflict. Thus, the cleric was revised to allow for an attack+healing in the same round. [sblock=Fix] Revise "Aid" to allow for more complex situations.[/sblock] [b]3. Resorting to Best Skill[/b] Since there's no tactical advantage to choosing different skills, a tactical player will rely on that small set of skills that are their best all the time (the skill challenge allowing). While the DM creating great balanced skill challenges helps, the real trouble is there's no incentive to try a different skill. [sblock=Fix #1]Provide incentive for using a different skill, a cumulative +1 bonus perhaps?[/sblock] [sblock=Fix #2]Implement "skill challenges" (same name, different concept) from Iron Heroes/True20, so that you can really push your ranks in your high skill to pull off cool stunts, adding some variety.[/sblock] [/QUOTE]
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A talk on the concept of "failures" in a skill challenge (no math, comments welcome)
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