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Crazy Idea: Using the Disease Track for Skill Challenges
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<blockquote data-quote="Morandir Nailo" data-source="post: 4405263" data-attributes="member: 67674"><p>Very good points there. You're absolutely right about partial successes; a DM could very easily make a partial success ruling with the system as-is. I just feel that the rules don't really make this as clear as it should be, and that the Disease Track serves as a good illustration of what I'm getting at.</p><p></p><p>I'm not so sure that digging yourself into a hole is a huge issue (though it is something I hadn't thought of); really good rolls could just as easily push you in the opposite direction. So long as failure doesn't derail the adventure, it really shouldn't matter. Failure should, instead, make the adventure <em>harder</em>, without making it impossible. </p><p></p><p>For instance: in my example the PCs, if they fail the challenge utterly, cannot open the sarcophagus; however, there's no reason that they cannot go back to town, buy their own pulley setup, and come back. One way or another they're going to get into that box, but succeeding at the skill challenge will save them a heck of a lot of trouble.</p><p></p><p>Definitely some good stuff to think about here. I'm going to run this as I have it set up in the first post tomorrow night, and I'll let you guys know how it goes. Thanks for the help!</p><p></p><p>Mor</p></blockquote><p></p>
[QUOTE="Morandir Nailo, post: 4405263, member: 67674"] Very good points there. You're absolutely right about partial successes; a DM could very easily make a partial success ruling with the system as-is. I just feel that the rules don't really make this as clear as it should be, and that the Disease Track serves as a good illustration of what I'm getting at. I'm not so sure that digging yourself into a hole is a huge issue (though it is something I hadn't thought of); really good rolls could just as easily push you in the opposite direction. So long as failure doesn't derail the adventure, it really shouldn't matter. Failure should, instead, make the adventure [I]harder[/I], without making it impossible. For instance: in my example the PCs, if they fail the challenge utterly, cannot open the sarcophagus; however, there's no reason that they cannot go back to town, buy their own pulley setup, and come back. One way or another they're going to get into that box, but succeeding at the skill challenge will save them a heck of a lot of trouble. Definitely some good stuff to think about here. I'm going to run this as I have it set up in the first post tomorrow night, and I'll let you guys know how it goes. Thanks for the help! Mor [/QUOTE]
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Crazy Idea: Using the Disease Track for Skill Challenges
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