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Conflex: an alternative skill challenge system [v0.2]
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<blockquote data-quote="Fluxx" data-source="post: 4855844" data-attributes="member: 82639"><p>Hi!</p><p></p><p>Last weekend I read your System and I think it has some really nice ideas. The expend of ressources is much more like in a real fight. The rolls for failure give some elements of tension. The different consequences make it easy to design skillchallenges with different feeling.</p><p></p><p>But there are some things I think one should look at:</p><p></p><p>- First is a question: you say your players made all skillchallenges - but at what cost? Did they loose about 1 surge the whole party or more about 10 surges?</p><p></p><p>- You say: 'I don't think it's really as essential to have all players directly involved in a skill challenge as it is in a combat, mostly because SCs take so little time.' I have to agree and disagree at once <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=";)" /> I agree that it is not nescessary that everyone must have a meaningful role in every skillchallenge. If it is a mainly social SC my Int 8-Cha 10-Fighter wouldn't be of much help and it is good not to force him to try. But on the other hand you only make a SC if the situation is important for the party - so it is not much fun to sit there and can't do anything. I think you need s.th. like the 'guiding light' from Stalker0's Cores System. S.th. to roll but not as important as the main-rolls...</p><p></p><p>- What is about other ressources? Give them some interesting options: Action Point: spend an AP to get an additional roll this segment; daily Powers: mark an daily Power of your choice as used and get 3 additional SP on the next roll</p><p></p><p>- think about a longer list of 'official' consequences: pressing: you have one roll less on the next segment, instabil: the primary skill changes (diplomacy-bluff-intimidate, athletics-acrobatics), minor important: 3 failures doesn't loose the SC but you only have a partial success.</p><p></p><p>- make two kinds of consequences: one which is an effect on a failure (distracting, tiring) and one kind changes the overall rules or has an effect on three failures (individual, partial,...). Every Conflict can have one consequence ofg each type</p><p></p><p>- give the DM some meaningful decissions: perhaps he can choose each time which conflict will first test for failure (so he can try to inflict maximum surges damgae or can concentrate on denying a full succes by rushing the partial conflict...). Or he has some other minor toys to play with (like heroes can use APs or Powers). Perhaps here is a point where the players who had no roll this round can do s.th. by cutting down the options of the DM a bit.</p><p></p><p>- if you have some experience with other number of plaers than 5 pleas tell it <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></blockquote><p></p>
[QUOTE="Fluxx, post: 4855844, member: 82639"] Hi! Last weekend I read your System and I think it has some really nice ideas. The expend of ressources is much more like in a real fight. The rolls for failure give some elements of tension. The different consequences make it easy to design skillchallenges with different feeling. But there are some things I think one should look at: - First is a question: you say your players made all skillchallenges - but at what cost? Did they loose about 1 surge the whole party or more about 10 surges? - You say: 'I don't think it's really as essential to have all players directly involved in a skill challenge as it is in a combat, mostly because SCs take so little time.' I have to agree and disagree at once ;) I agree that it is not nescessary that everyone must have a meaningful role in every skillchallenge. If it is a mainly social SC my Int 8-Cha 10-Fighter wouldn't be of much help and it is good not to force him to try. But on the other hand you only make a SC if the situation is important for the party - so it is not much fun to sit there and can't do anything. I think you need s.th. like the 'guiding light' from Stalker0's Cores System. S.th. to roll but not as important as the main-rolls... - What is about other ressources? Give them some interesting options: Action Point: spend an AP to get an additional roll this segment; daily Powers: mark an daily Power of your choice as used and get 3 additional SP on the next roll - think about a longer list of 'official' consequences: pressing: you have one roll less on the next segment, instabil: the primary skill changes (diplomacy-bluff-intimidate, athletics-acrobatics), minor important: 3 failures doesn't loose the SC but you only have a partial success. - make two kinds of consequences: one which is an effect on a failure (distracting, tiring) and one kind changes the overall rules or has an effect on three failures (individual, partial,...). Every Conflict can have one consequence ofg each type - give the DM some meaningful decissions: perhaps he can choose each time which conflict will first test for failure (so he can try to inflict maximum surges damgae or can concentrate on denying a full succes by rushing the partial conflict...). Or he has some other minor toys to play with (like heroes can use APs or Powers). Perhaps here is a point where the players who had no roll this round can do s.th. by cutting down the options of the DM a bit. - if you have some experience with other number of plaers than 5 pleas tell it ;) [/QUOTE]
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