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Another skill challenge solution
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<blockquote data-quote="Fredrik Svanberg" data-source="post: 4278928" data-attributes="member: 12996"><p>I read Stalker0's new Skill Challenge system (found here: <a href="http://www.enworld.org/showthread.php?t=229796" target="_blank">http://www.enworld.org/showthread.php?t=229796</a>) and while the math probably is sound and it looks like it would work just fine, I still think it's a little too complicated. Perhaps I have misunderstood the original skill challenge system in the book, and after I've posted this I will go and read it again just to make sure, but it seems to me that the core concept of gaining a set number of successes before too many failures is flawed.</p><p></p><p>I would suggest that instead of counting failed rolls, the system should be changed as follows:</p><p></p><p>Complexity shows how many successes a party must get in a certain amount of time, expressed as "rounds". E.g complexity 1 would mean 4 successes in 2 rounds, etc. During each round each character would be allowed to use a skill, according to the rules in the DMG, including helping another character.</p><p></p><p>Note that for non-standard parties (i.e. parties with more or less than 5 members) the number of successes would have to be adjusted. Smaller parties should face challenges with fewer required successes in the same amount of rounds, and vice versa. Just grabbing numbers from thin air here; 25% less for a 4-person party, 33% less for a 3-person party, 50% less for a 2-person party and 66% less for a party of one.</p><p></p><p>A round doesn't have to be a combat round in a skill challenge. It can be any amount of time that the DM wants. Some skill challenges are part of combat encounters and in those cases combat rounds would be appropriate. Other challenges could use rounds that are a minute, an hour or even a day long. In some cases the actual length of a round isn't important but it can be used for dramatic effect when the characters are working against a deadline.</p><p></p><p>I haven't checked if this simple suggestion is enough to "fix" skill challenges or if the DCs and complexity values still needs an overhaul. I bet mathematically talented people like Stalker0 could make a quick estimate and find out if this would work or if it would just make things worse. I will do my own calculations later when I have more time, I just wanted to throw this idea into the proverbial circle to see it get torn apart by razor-sharp minds.</p></blockquote><p></p>
[QUOTE="Fredrik Svanberg, post: 4278928, member: 12996"] I read Stalker0's new Skill Challenge system (found here: [url]http://www.enworld.org/showthread.php?t=229796[/url]) and while the math probably is sound and it looks like it would work just fine, I still think it's a little too complicated. Perhaps I have misunderstood the original skill challenge system in the book, and after I've posted this I will go and read it again just to make sure, but it seems to me that the core concept of gaining a set number of successes before too many failures is flawed. I would suggest that instead of counting failed rolls, the system should be changed as follows: Complexity shows how many successes a party must get in a certain amount of time, expressed as "rounds". E.g complexity 1 would mean 4 successes in 2 rounds, etc. During each round each character would be allowed to use a skill, according to the rules in the DMG, including helping another character. Note that for non-standard parties (i.e. parties with more or less than 5 members) the number of successes would have to be adjusted. Smaller parties should face challenges with fewer required successes in the same amount of rounds, and vice versa. Just grabbing numbers from thin air here; 25% less for a 4-person party, 33% less for a 3-person party, 50% less for a 2-person party and 66% less for a party of one. A round doesn't have to be a combat round in a skill challenge. It can be any amount of time that the DM wants. Some skill challenges are part of combat encounters and in those cases combat rounds would be appropriate. Other challenges could use rounds that are a minute, an hour or even a day long. In some cases the actual length of a round isn't important but it can be used for dramatic effect when the characters are working against a deadline. I haven't checked if this simple suggestion is enough to "fix" skill challenges or if the DCs and complexity values still needs an overhaul. I bet mathematically talented people like Stalker0 could make a quick estimate and find out if this would work or if it would just make things worse. I will do my own calculations later when I have more time, I just wanted to throw this idea into the proverbial circle to see it get torn apart by razor-sharp minds. [/QUOTE]
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