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*Pathfinder & Starfinder
Complex Skill Checks
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<blockquote data-quote="hbarsquared" data-source="post: 3360448" data-attributes="member: 4550"><p>I've never played WW myself, but I thank you for your glowing remarks! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p>Exactly.</p><p></p><p>First, skill ranks don't scale nearly as quickly as normal hit points do. Introducing a scaling "damage" mechanic for complex skill checks could easily cause problems.</p><p></p><p>Second, since "damage" is based on the ability modifer, having a higher ability score will have a much larger effect. Which is on purpose. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> I like the idea of an NPC aristocrat with a high Charisma doing more skill damage to a PC who might have more ranks than the NPC.</p><p></p><p>Third, at higher levels, the fixed DC skill checks <em>will</em> be doing more damage (higher DC -> higher damage). Also, as you interact with higher level NPCs, their higher ability modifiers <em>will</em>, be doing more damage. The 1d6 is just to introduce another tension-building roll: it can just as easily be replaced by a fixed value.</p><p></p><p></p><p>I almost included it, above. The problem is that, especially at low levels, it creates a scenario in which a single successful check results in an immediate success: defeating the purpose of the complex skill check in the first place. However, automatic success on a 20 and automatic failure on a 1 should be fine.</p><p></p><p></p><p>All of these are good ideas, of course. I didn't include these changes because I wanted to keep it as simple and accessible as possible. There is really very little to remember, overall, for both player and DM. Ranks are already a defined value, as are ability modifiers, so the bookkeeping behind the system is minimal. All you have to do is roll your skill checks as normal, just multiple times. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>I can see a system like this making use of feats. A feat that enables an increase in the "damage die" by one step every five or ten ranks. A feat that allows you to roll 2d6 with every success. A feat that allows criticals. Stuff like that.</p></blockquote><p></p>
[QUOTE="hbarsquared, post: 3360448, member: 4550"] I've never played WW myself, but I thank you for your glowing remarks! :) Exactly. First, skill ranks don't scale nearly as quickly as normal hit points do. Introducing a scaling "damage" mechanic for complex skill checks could easily cause problems. Second, since "damage" is based on the ability modifer, having a higher ability score will have a much larger effect. Which is on purpose. :) I like the idea of an NPC aristocrat with a high Charisma doing more skill damage to a PC who might have more ranks than the NPC. Third, at higher levels, the fixed DC skill checks [i]will[/i] be doing more damage (higher DC -> higher damage). Also, as you interact with higher level NPCs, their higher ability modifiers [i]will[/i], be doing more damage. The 1d6 is just to introduce another tension-building roll: it can just as easily be replaced by a fixed value. I almost included it, above. The problem is that, especially at low levels, it creates a scenario in which a single successful check results in an immediate success: defeating the purpose of the complex skill check in the first place. However, automatic success on a 20 and automatic failure on a 1 should be fine. All of these are good ideas, of course. I didn't include these changes because I wanted to keep it as simple and accessible as possible. There is really very little to remember, overall, for both player and DM. Ranks are already a defined value, as are ability modifiers, so the bookkeeping behind the system is minimal. All you have to do is roll your skill checks as normal, just multiple times. ;) I can see a system like this making use of feats. A feat that enables an increase in the "damage die" by one step every five or ten ranks. A feat that allows you to roll 2d6 with every success. A feat that allows criticals. Stuff like that. [/QUOTE]
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