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Crazy Idea: Using the Disease Track for Skill Challenges
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<blockquote data-quote="DanmarLOK" data-source="post: 4410445" data-attributes="member: 71480"><p>Okay I've been considering this this evening <a href="http://www.keyourcars.com/2008/08/02/yet-another-skill-challenge-system/" target="_blank">http://www.keyourcars.com/2008/08/02/yet-another-skill-challenge-system/</a> and in my putting details to paper this has some points for consideration. </p><p></p><p>With a limited ebb and flow on the challenge track more than a couple of rounds become pointless or rather meaningless as it's only the last one or two rounds that really decide the outcome. </p><p></p><p>In my initial write up for my own testing I'm going to add in Inertia so that the last round of the challenge the track can only shift one position up or down. My own incarnation of this idea has three possible shifts, Roll a 1 and it counts as two failures, failure counts as 1, sustain no movement, success counts as 1, major success (5 over the success DC)counts as 2, natural 20 counts as 2. </p><p></p><p>But what can easily happen with even a 5 placement track (failure, partial failure, neutral, partial success, success) is that the last round can easily shift that from total failure to total success if all 5 players participate and all 5 roll a success.</p><p></p><p>And the last player could conceivably turn a string of successes into a not success by failing on the last roll. At the least he'll turn a total into a partial. So one failure can negate 10 successes at that point. </p><p></p><p>I added in a offsetting mechanism to try and balance that, the Inertia rule so that the last round success and failure can only swing it one position.</p><p></p><p>And once per round one player can spend an action point to shift a failure up one spot, critical failure into failure, failure into sustain. So that can offset the last guy in the chain ruining all the success of his predecessors. I also assign a +2 bonus if the track is already on total success (and -2 for total failure) for the next person to roll. </p><p></p><p>I ran a simple playtest and that's when some of these concerns came out. The more than two rounds negates the effects of earlier rounds issue. The last man standing can decide the fate of the challenge issue. </p><p></p><p>So these are something to think about as people work with this type of track system.</p></blockquote><p></p>
[QUOTE="DanmarLOK, post: 4410445, member: 71480"] Okay I've been considering this this evening [url]http://www.keyourcars.com/2008/08/02/yet-another-skill-challenge-system/[/url] and in my putting details to paper this has some points for consideration. With a limited ebb and flow on the challenge track more than a couple of rounds become pointless or rather meaningless as it's only the last one or two rounds that really decide the outcome. In my initial write up for my own testing I'm going to add in Inertia so that the last round of the challenge the track can only shift one position up or down. My own incarnation of this idea has three possible shifts, Roll a 1 and it counts as two failures, failure counts as 1, sustain no movement, success counts as 1, major success (5 over the success DC)counts as 2, natural 20 counts as 2. But what can easily happen with even a 5 placement track (failure, partial failure, neutral, partial success, success) is that the last round can easily shift that from total failure to total success if all 5 players participate and all 5 roll a success. And the last player could conceivably turn a string of successes into a not success by failing on the last roll. At the least he'll turn a total into a partial. So one failure can negate 10 successes at that point. I added in a offsetting mechanism to try and balance that, the Inertia rule so that the last round success and failure can only swing it one position. And once per round one player can spend an action point to shift a failure up one spot, critical failure into failure, failure into sustain. So that can offset the last guy in the chain ruining all the success of his predecessors. I also assign a +2 bonus if the track is already on total success (and -2 for total failure) for the next person to roll. I ran a simple playtest and that's when some of these concerns came out. The more than two rounds negates the effects of earlier rounds issue. The last man standing can decide the fate of the challenge issue. So these are something to think about as people work with this type of track system. [/QUOTE]
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Crazy Idea: Using the Disease Track for Skill Challenges
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