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Conflex: an alternative skill challenge system [v0.2]
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<blockquote data-quote="BobTheNob" data-source="post: 4836644" data-attributes="member: 82425"><p>I have been looking for a good skill challenge system for a while. I have been trying to find something that is as engaging as combat for non combat scenarios, I really want the players enjoying non-combat and investing into non-combat abilities (want more flavour in the game).</p><p> </p><p>That said, I print out your skill challenge system and read through pretty thoroughly.</p><p>* Love the success point bit.</p><p>* Love the fact that you break a skill challence down into sub part with various skills required.</p><p> </p><p>...and then. Complicated. I tried putting together some scenarios and playing through with my parties characters, and pretty quickly hit the "Wha? wall".</p><p> </p><p>Im still going through it, but my problem was that if I hit the wall, I can guarantee my players will just not lock on to this (1 in the group is a powergamer, the others are more casual), and that is an important facet. One of the things that is that makes combat fun is transparent to the player with dynamics and interplay, and my fear is that to make this transparent would end up in alot of head scratching.</p><p> </p><p>I think you are on the right track, but as far as my group is concerned, I would focus on</p><p>1) Simplify</p><p>2) Build in controllable dynamics</p><p>That said, this did inspire me. I am coming up with my own skill challenge system and some things I am putting in :</p><p>a) Treat the challenge like a solo monster. It is there to be defeated. It has powers (yes, I put encounter powers with triggers in....) and weakness that can be exploited. Let the players know that they are up against a "foe", even if that is an abstract foe. Gives em a kick when they beat it.</p><p>b) Your design had the keywords with consequences built in. I would be more tempted to tie consequences to the aspect of the challnce that is actually being tested. Leaves the GM more room to get creative</p><p> </p><p>But again I do stress, this is about the group you are in, and it is hourses for courses. Well done on some good ideas and well done also for applying yourself to this important, but all too often secondary, part of the game.</p></blockquote><p></p>
[QUOTE="BobTheNob, post: 4836644, member: 82425"] I have been looking for a good skill challenge system for a while. I have been trying to find something that is as engaging as combat for non combat scenarios, I really want the players enjoying non-combat and investing into non-combat abilities (want more flavour in the game). That said, I print out your skill challenge system and read through pretty thoroughly. * Love the success point bit. * Love the fact that you break a skill challence down into sub part with various skills required. ...and then. Complicated. I tried putting together some scenarios and playing through with my parties characters, and pretty quickly hit the "Wha? wall". Im still going through it, but my problem was that if I hit the wall, I can guarantee my players will just not lock on to this (1 in the group is a powergamer, the others are more casual), and that is an important facet. One of the things that is that makes combat fun is transparent to the player with dynamics and interplay, and my fear is that to make this transparent would end up in alot of head scratching. I think you are on the right track, but as far as my group is concerned, I would focus on 1) Simplify 2) Build in controllable dynamics That said, this did inspire me. I am coming up with my own skill challenge system and some things I am putting in : a) Treat the challenge like a solo monster. It is there to be defeated. It has powers (yes, I put encounter powers with triggers in....) and weakness that can be exploited. Let the players know that they are up against a "foe", even if that is an abstract foe. Gives em a kick when they beat it. b) Your design had the keywords with consequences built in. I would be more tempted to tie consequences to the aspect of the challnce that is actually being tested. Leaves the GM more room to get creative But again I do stress, this is about the group you are in, and it is hourses for courses. Well done on some good ideas and well done also for applying yourself to this important, but all too often secondary, part of the game. [/QUOTE]
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