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General Tabletop Discussion
*Pathfinder & Starfinder
Alternate Skill Challenge Framework
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<blockquote data-quote="Starfox" data-source="post: 5219376" data-attributes="member: 2303"><p>A system where you accumulate points on skill rolls seems very grindy to me. That is, it will take an inordinate number of rolls to resolve. The difference between a high and a moderate skill becomes pretty small.</p><p></p><p>Say a level 20 character. Compare a trained skill with a good attribute (+20) against an untrained skill with a bad attribute (+10).</p><p></p><p>d20 + 10 = average 20</p><p>d20 +20 = average 30</p><p></p><p>The poor skill needs 3 rolls to have the same effect as the good skill has with 2, which seems like a rather poor payoff.</p><p></p><p>Thus I prefer a system where you have high difficulty, a time limit, and need a set number of successes. An alternative would be to count only the part of the die roll that exceed a minimum difficulty (what the OP calls damage resistance) - say skill challenges have a base damage resistance equal to half their level. Going back to the previous example:</p><p></p><p>d20 + 10 -10 (resistance) = average 10</p><p>d20 +20 -10 (resistance) = average 20</p><p></p><p>Suddenly, the good skill is twice as valuable as the untrained one, which makes more sense but might still be a little weak.</p><p></p><p></p><p><strong>Roles</strong></p><p></p><p>The discussion of roles in skill challenges is perhaps more intriguing.</p><p></p><p>In the OP, you say that skill challenges turn everyone into a striker. Well, so does your system here. What would the different roles in a skill challenge do, how would you implement them, and do we want to lock down characters to their roles in this way?</p></blockquote><p></p>
[QUOTE="Starfox, post: 5219376, member: 2303"] A system where you accumulate points on skill rolls seems very grindy to me. That is, it will take an inordinate number of rolls to resolve. The difference between a high and a moderate skill becomes pretty small. Say a level 20 character. Compare a trained skill with a good attribute (+20) against an untrained skill with a bad attribute (+10). d20 + 10 = average 20 d20 +20 = average 30 The poor skill needs 3 rolls to have the same effect as the good skill has with 2, which seems like a rather poor payoff. Thus I prefer a system where you have high difficulty, a time limit, and need a set number of successes. An alternative would be to count only the part of the die roll that exceed a minimum difficulty (what the OP calls damage resistance) - say skill challenges have a base damage resistance equal to half their level. Going back to the previous example: d20 + 10 -10 (resistance) = average 10 d20 +20 -10 (resistance) = average 20 Suddenly, the good skill is twice as valuable as the untrained one, which makes more sense but might still be a little weak. [b]Roles[/b] The discussion of roles in skill challenges is perhaps more intriguing. In the OP, you say that skill challenges turn everyone into a striker. Well, so does your system here. What would the different roles in a skill challenge do, how would you implement them, and do we want to lock down characters to their roles in this way? [/QUOTE]
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