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Crazy Idea: Using the Disease Track for Skill Challenges
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<blockquote data-quote="Taralan" data-source="post: 4409399" data-attributes="member: 17504"><p>Using the disease track has another hidden advantage over the official skill challenge system. It creates a successive sense of progression which allow you to better narrate the story.</p><p></p><p>In the regular skill challenge lets say you need 5 sucesses prior to 3 failures. If your players get 2 failures first and then things start to turn around and they get 4 sucesses in a row. Now the narration leads to a natural sense of progession. However if they then get another failure, bam they loose the challenge and this creates a disconnect between the first 2 failures and the last one.</p><p></p><p>With the disease track system, there is a clear sense of flow. If you fail at first, the situation gets worse, but then if you start having sucesses it gradually improves and if you then fail again, you dont automatically fail the challenge as above, you just start moving down again towards the bad side. </p><p></p><p>It really helps for challenges such as negotiations or a chase I believe as these should have such a sense of flow or progression.</p><p></p><p>I am not sure I expressed the idea properly but hopefully you will understand what I mean....</p></blockquote><p></p>
[QUOTE="Taralan, post: 4409399, member: 17504"] Using the disease track has another hidden advantage over the official skill challenge system. It creates a successive sense of progression which allow you to better narrate the story. In the regular skill challenge lets say you need 5 sucesses prior to 3 failures. If your players get 2 failures first and then things start to turn around and they get 4 sucesses in a row. Now the narration leads to a natural sense of progession. However if they then get another failure, bam they loose the challenge and this creates a disconnect between the first 2 failures and the last one. With the disease track system, there is a clear sense of flow. If you fail at first, the situation gets worse, but then if you start having sucesses it gradually improves and if you then fail again, you dont automatically fail the challenge as above, you just start moving down again towards the bad side. It really helps for challenges such as negotiations or a chase I believe as these should have such a sense of flow or progression. I am not sure I expressed the idea properly but hopefully you will understand what I mean.... [/QUOTE]
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Crazy Idea: Using the Disease Track for Skill Challenges
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