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Crazy Idea: Using the Disease Track for Skill Challenges
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<blockquote data-quote="DanmarLOK" data-source="post: 4418120" data-attributes="member: 71480"><p>I've done a few playtests, theoretical not 'in game' and it does work although I'm not sure as I get more involved in the skill system if I don't think the entire concept, Skill Challenges themselves, not the math system under them, might need a face lift and some liposuction.</p><p></p><p>I think after going through a lot of threads on them that the Disease system could use a 'required' check per round system for situations that it makes sense for. </p><p></p><p>Example: </p><p>Challenge: </p><p>Trailing the Goblins: The party wants to trail some goblin scouts back to their camp in order to do the usual thing that adventurer's do when they come across goblin camps.</p><p>Primary Skills: Perception, Stealth, Endurance, Acrobatics, Athletics</p><p>Support Skills: Intimidate, Nature, Dungeoneering</p><p>General Difficulty: Moderate - DC 20</p><p>Required Checks Per Round: Easy Perception, Easy Endurance, Moderate Stealth.</p><p>Failed Required Roll Penalties:</p><p>Perception, party loses trail and must make an Opposed Player Perception versus Goblin Stealth roll to find it again. If unable to regain trail goblins have gotten away. </p><p>Endurance, Party loses one Healing Surge until after their next short rest.</p><p>Stealth, Goblins are aware that the party is following them. Party must regain stealth next round at DC+10 or lose 6 points on the challenge track.</p><p></p><p>So that once per round someone has to make a perecption roll to keep on the goblins back trail, someone has to make an endurance roll to keep everyone from getting 'fatigued' and someone has to make a stealth roll to keep the party under cover and un-noticed or they run into an ambush. </p><p></p><p>I'll add something to the document tomorrow to explain this, hopefully al ittle clearer and cover those situations. </p><p></p><p></p><p>Where I've run into questions in general with Skill challenges are these:</p><p></p><p>The vast range of skill levels. At first level a character can range from 0 to 15 for skill level. </p><p></p><p>Unless you specifically customize your challenges for your specific group a general rule is going to never be right. For a group with all physical skills, they're going to fail social and mental's and round robin it. </p><p></p><p>There's also metagame issues where a player will take one skill in each likely group, for example, Bob takes Diplomacy, Athletics, Perception and he pretty much is going to come up well in most skill challenges. </p><p></p><p>I love the conept of the Skill Challenge but the underlying math that they revolve around the skills themselves that can vary by 15 at first level and I believe someone said as much as 36 by level 30 seems a bit broken. </p><p></p><p>And I'm not sure how to resolve any of it other than continue to come up with things that kinda sort work.</p></blockquote><p></p>
[QUOTE="DanmarLOK, post: 4418120, member: 71480"] I've done a few playtests, theoretical not 'in game' and it does work although I'm not sure as I get more involved in the skill system if I don't think the entire concept, Skill Challenges themselves, not the math system under them, might need a face lift and some liposuction. I think after going through a lot of threads on them that the Disease system could use a 'required' check per round system for situations that it makes sense for. Example: Challenge: Trailing the Goblins: The party wants to trail some goblin scouts back to their camp in order to do the usual thing that adventurer's do when they come across goblin camps. Primary Skills: Perception, Stealth, Endurance, Acrobatics, Athletics Support Skills: Intimidate, Nature, Dungeoneering General Difficulty: Moderate - DC 20 Required Checks Per Round: Easy Perception, Easy Endurance, Moderate Stealth. Failed Required Roll Penalties: Perception, party loses trail and must make an Opposed Player Perception versus Goblin Stealth roll to find it again. If unable to regain trail goblins have gotten away. Endurance, Party loses one Healing Surge until after their next short rest. Stealth, Goblins are aware that the party is following them. Party must regain stealth next round at DC+10 or lose 6 points on the challenge track. So that once per round someone has to make a perecption roll to keep on the goblins back trail, someone has to make an endurance roll to keep everyone from getting 'fatigued' and someone has to make a stealth roll to keep the party under cover and un-noticed or they run into an ambush. I'll add something to the document tomorrow to explain this, hopefully al ittle clearer and cover those situations. Where I've run into questions in general with Skill challenges are these: The vast range of skill levels. At first level a character can range from 0 to 15 for skill level. Unless you specifically customize your challenges for your specific group a general rule is going to never be right. For a group with all physical skills, they're going to fail social and mental's and round robin it. There's also metagame issues where a player will take one skill in each likely group, for example, Bob takes Diplomacy, Athletics, Perception and he pretty much is going to come up well in most skill challenges. I love the conept of the Skill Challenge but the underlying math that they revolve around the skills themselves that can vary by 15 at first level and I believe someone said as much as 36 by level 30 seems a bit broken. And I'm not sure how to resolve any of it other than continue to come up with things that kinda sort work. [/QUOTE]
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Crazy Idea: Using the Disease Track for Skill Challenges
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