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Excerpt: skill challenges
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<blockquote data-quote="LostSoul" data-source="post: 4206065" data-attributes="member: 386"><p>Here are my scattered thoughts:</p><p></p><p>1. This isn't the direction I thought they would go - this looks very gamist to me. If it works, I think it will be brilliant. I'm thinking it's a mechanical way to get what 1st edition had - with less fiat, but with the same creativity from players & DMs to solve challenges.</p><p></p><p>2. "Intimidate = fail" isn't railroading, in my opinion, it's fiat. Which is fine when it's handled in the way your group likes. This example of fiat seems to be to make the choices of skills the players use more important - they have to find the <em>right</em> one.</p><p></p><p>It's great that each DM can decide on his own. I doubt I'll have many pre-written auto-failures.</p><p></p><p>3. Coming up with cool results for failure is a skill that I have been learning recently. It looks like that training will be put to good use with the skill challenges.</p><p></p><p>In my opinion, failures (from bad to good) are:</p><ul> <li data-xf-list-type="ul">The adventure comes to a crashing end.</li> <li data-xf-list-type="ul">The status quo - nothing changes.</li> <li data-xf-list-type="ul">The situation is resolved in the expected way, and the conflict is slightly escalated. </li> <li data-xf-list-type="ul">The situation is resolved in an unexpected way due to the input of the players, and the conflict is changed or escalated because of it.</li> </ul></blockquote><p></p>
[QUOTE="LostSoul, post: 4206065, member: 386"] Here are my scattered thoughts: 1. This isn't the direction I thought they would go - this looks very gamist to me. If it works, I think it will be brilliant. I'm thinking it's a mechanical way to get what 1st edition had - with less fiat, but with the same creativity from players & DMs to solve challenges. 2. "Intimidate = fail" isn't railroading, in my opinion, it's fiat. Which is fine when it's handled in the way your group likes. This example of fiat seems to be to make the choices of skills the players use more important - they have to find the [i]right[/i] one. It's great that each DM can decide on his own. I doubt I'll have many pre-written auto-failures. 3. Coming up with cool results for failure is a skill that I have been learning recently. It looks like that training will be put to good use with the skill challenges. In my opinion, failures (from bad to good) are: [list][*]The adventure comes to a crashing end. [*]The status quo - nothing changes. [*]The situation is resolved in the expected way, and the conflict is slightly escalated. [*]The situation is resolved in an unexpected way due to the input of the players, and the conflict is changed or escalated because of it.[/list] [/QUOTE]
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Excerpt: skill challenges
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