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Complex Skill Checks
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<blockquote data-quote="hbarsquared" data-source="post: 3362357" data-attributes="member: 4550"><p>Indeed.</p><p></p><p>However, this is an alternate for those that like the immersiveness of rolling dice.</p><p></p><p>One could say the same thing about combat: too many die rolls. Sure, one could just describe the combat back and forth ... but then you're no longer really playing D&D.</p><p></p><p>My goal was to make social roleplay <em>just as</em> immersive as normal combat. It depends entirely on individual groups, <strong>definitely</strong>. But I think this method can make social roleplay more exciting for those that enjoy the challenge and rush from rolling dice.</p><p></p><p>Here's an update:</p><p></p><p><strong>Vocabulary</strong></p><p style="margin-left: 20px"><em>Success / Failure:</em> The result of a single roll.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><em>Overall Success / Overall Failure:</em> The sucess or failure of the attempted task.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><em>Skill check:</em> The roll including all modifiers to the skill used.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><em>Power:</em> At the start of an encounter, equal to the number of ranks in the skill used, or half the DC for non-opposed skill checks. Effectiveness is subtracted from this value over the course of a complex skill check. When your Competence reaches zero, the attempted task is an overall failure.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><em>Effectiveness:</em> After a successful skill check, the number subtracted from the Power of the opposing character or DC.</p><p><strong>Trained and Untrained Skills</strong></p><p style="margin-left: 20px">I'm thinking of changing the "effectiveness" (the "damage") of a successful check for those untrained in a skill (those with zero ranks).</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Instead of 1d4 plus ability modifier, it will just be the ability modifier. (Minimum of <em>zero</em>)</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">This means that someone without any training in a skill will do significantly worse than someone even with just one rank.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Also, someone with a negative modifier on the ability, without any ranks, <em>will never have an overall success</em>. This is intentional. If you have no aptitude for a skill (a +0 or negative ability modifier) and have never practiced the skill (no ranks), you should not be able to succeed, ever. Depending on your game and playstyle, this can be good or bad.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Investing that first rank in a skill automatically gains you: 1) a minimum of one "effectiveness" on a successful roll (in case of negative ability modifiers), and 2) an additional 1d6 points of effectiveness to your modifier.</p></blockquote><p></p>
[QUOTE="hbarsquared, post: 3362357, member: 4550"] Indeed. However, this is an alternate for those that like the immersiveness of rolling dice. One could say the same thing about combat: too many die rolls. Sure, one could just describe the combat back and forth ... but then you're no longer really playing D&D. My goal was to make social roleplay [i]just as[/i] immersive as normal combat. It depends entirely on individual groups, [b]definitely[/b]. But I think this method can make social roleplay more exciting for those that enjoy the challenge and rush from rolling dice. Here's an update: [b]Vocabulary[/b] [indent][i]Success / Failure:[/i] The result of a single roll. [i]Overall Success / Overall Failure:[/i] The sucess or failure of the attempted task. [i]Skill check:[/i] The roll including all modifiers to the skill used. [i]Power:[/i] At the start of an encounter, equal to the number of ranks in the skill used, or half the DC for non-opposed skill checks. Effectiveness is subtracted from this value over the course of a complex skill check. When your Competence reaches zero, the attempted task is an overall failure. [i]Effectiveness:[/i] After a successful skill check, the number subtracted from the Power of the opposing character or DC.[/indent] [b]Trained and Untrained Skills[/b] [indent]I'm thinking of changing the "effectiveness" (the "damage") of a successful check for those untrained in a skill (those with zero ranks). Instead of 1d4 plus ability modifier, it will just be the ability modifier. (Minimum of [i]zero[/i]) This means that someone without any training in a skill will do significantly worse than someone even with just one rank. Also, someone with a negative modifier on the ability, without any ranks, [i]will never have an overall success[/i]. This is intentional. If you have no aptitude for a skill (a +0 or negative ability modifier) and have never practiced the skill (no ranks), you should not be able to succeed, ever. Depending on your game and playstyle, this can be good or bad. Investing that first rank in a skill automatically gains you: 1) a minimum of one "effectiveness" on a successful roll (in case of negative ability modifiers), and 2) an additional 1d6 points of effectiveness to your modifier.[/indent] [/QUOTE]
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