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Conflex: an alternative skill challenge system [v0.2]
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<blockquote data-quote="dkyle" data-source="post: 4832959" data-attributes="member: 70707"><p>I can see what you mean. I added it because I often felt that insight was not a particularly useful skill. In practice, I've been satisfied with the results, but I could see running the system without it.</p><p></p><p>I'm not very explicit about it, but my version of a partial success is where a third failure on one conflict doesn't cause the skill challenge to fail entirely, but reduces the benefits of success. The labyrinth example uses this on the fourth conflict. Do you think I should have something more?</p><p></p><p>I will add an example in the next version.</p><p></p><p>I'll update the document soon, but for now I'll clarify below.</p><p></p><p>Simultaneously. The players must choose which conflict to roll against, and which skill to use. I simply meant that because of the way failure checks work, it's usually wise to handle them roughly in order. That probably doesn't belong in that section.</p><p></p><p>The players collectively can roll 3 checks per segment against a conflict of their choice -- each segment ends with a failure check. In theory, the skill challenge could go on forever, segment after segment, if they continually roll poorly, and the failure checks never cause any failures, but the chance of that is very slim.</p><p></p><p>Yes; only if they're both among the 3 checks within a single segment.</p><p></p><p>Just -5; will clarify in PDF.</p><p></p><p>No; the penalty is there to discourage the player with the highest skill from being the only one to ever tackle a particular conflict.</p><p></p><p>Yes</p><p></p><p>The former -- treat it as a normal check, and adjust the conflict defense (i.e., the failure DC) accordingly. If this beats the DMs initial roll, the failure is annulled.</p><p></p><p>In order -- and stop once one failure occurs.</p><p></p><p>If it's the Confrontational complication.</p><p></p><p>No; could be any party member (assuming that they are all present)</p><p></p><p>There could be another complication that requires expenditure of a daily attack power, I suppose. But, I like surges because they are a daily resource which the players have reason to ration, but loss of one or two in a skill challenge isn't too major. If a skill challenge is supposed to have the same weight as a combat, it should have similar resource management requirements.</p><p></p><p>Furthermore, a surge could represent many things, such as physical strain, mental strain or pure luck.</p><p></p><p>There is one "global" instance of the conflict, plus one "personal" instance for each player. One player, as one of the three checks in a segment, rolls against the global instance as normal, but also applying the check result to his/her personal instance (find highest DC beat, award SPs). Each other player gets a free check against his/her personal instance only. These checks do not count against the three per segment.</p><p></p><p>Victory relies only upon the "global" instance being handled.</p><p></p><p>Yes.</p><p></p><p>Indeed -- I'm not sure how the math works out. So far, I've run the four example challenges, and my players won each of them, but with a few close calls. But that's also true of the combats I've run -- I think it's a question of whether the system is compelling enough that running it, even though the players will probably win, is satisfying.</p></blockquote><p></p>
[QUOTE="dkyle, post: 4832959, member: 70707"] I can see what you mean. I added it because I often felt that insight was not a particularly useful skill. In practice, I've been satisfied with the results, but I could see running the system without it. I'm not very explicit about it, but my version of a partial success is where a third failure on one conflict doesn't cause the skill challenge to fail entirely, but reduces the benefits of success. The labyrinth example uses this on the fourth conflict. Do you think I should have something more? I will add an example in the next version. I'll update the document soon, but for now I'll clarify below. Simultaneously. The players must choose which conflict to roll against, and which skill to use. I simply meant that because of the way failure checks work, it's usually wise to handle them roughly in order. That probably doesn't belong in that section. The players collectively can roll 3 checks per segment against a conflict of their choice -- each segment ends with a failure check. In theory, the skill challenge could go on forever, segment after segment, if they continually roll poorly, and the failure checks never cause any failures, but the chance of that is very slim. Yes; only if they're both among the 3 checks within a single segment. Just -5; will clarify in PDF. No; the penalty is there to discourage the player with the highest skill from being the only one to ever tackle a particular conflict. Yes The former -- treat it as a normal check, and adjust the conflict defense (i.e., the failure DC) accordingly. If this beats the DMs initial roll, the failure is annulled. In order -- and stop once one failure occurs. If it's the Confrontational complication. No; could be any party member (assuming that they are all present) There could be another complication that requires expenditure of a daily attack power, I suppose. But, I like surges because they are a daily resource which the players have reason to ration, but loss of one or two in a skill challenge isn't too major. If a skill challenge is supposed to have the same weight as a combat, it should have similar resource management requirements. Furthermore, a surge could represent many things, such as physical strain, mental strain or pure luck. There is one "global" instance of the conflict, plus one "personal" instance for each player. One player, as one of the three checks in a segment, rolls against the global instance as normal, but also applying the check result to his/her personal instance (find highest DC beat, award SPs). Each other player gets a free check against his/her personal instance only. These checks do not count against the three per segment. Victory relies only upon the "global" instance being handled. Yes. Indeed -- I'm not sure how the math works out. So far, I've run the four example challenges, and my players won each of them, but with a few close calls. But that's also true of the combats I've run -- I think it's a question of whether the system is compelling enough that running it, even though the players will probably win, is satisfying. [/QUOTE]
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