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<blockquote data-quote="Zustiur" data-source="post: 6040172" data-attributes="member: 1544"><p>I cannot XP KM, but would do so 10 times for even starting this thread. Post #2 is pure gold.</p><p>It may be that the skill challenge concept is the answer, but I'm not convinced.</p><p>Certainly, I agree that Succeed/Fail is not sufficient. Combat has an infinite scale of variation in outcome, from succeed with no damage and no spell use, right down to TPK. Non-combat challenges should have a similar level of variation.</p><p></p><p>How we achieve that is currently beyond me. Quickleaf has an excellent starting point, but it feels far too adventure specific. What I'm looking for is a series of mechanics which don't require the DM to sit down and spend prep time on making up random chance tables.</p><p></p><p>The boon/bane yes/yes but/no but/no idea has a lot of merit too.</p><p>I feel that does a good job of approximating it's combat equivalent - damage.</p><p></p><p>Failure without consequence should rarely be an option. e.g. a rogue picking a lock. In 2e - a failure means you can't succeed until you've levelled up. That lock has defeated you. Failure in 3 & 4 just means you try again. If this happens outside of combat, then time is not an issue, in which case, why roll?</p><p>No, there needs to be consequences. Fail by X = the lock is jammed and cannot be picked, nor opened with the key. Fail by Y = the lock has outsmarted you, you'll need to change the circumstances before trying again (different picks, go up a level, whatever). Fail by z = you've broken a pick.</p><p>Succeed by x, you open the lock but break a pick. Succeed by Y, you open the lock, but it took 10 minutes, not 6 seconds. Succeed by Z, you open the lock quickly and quietly.</p><p>These are just a few examples of an infinitely sliding scale.</p><p></p><p>Another sliding scale - Time</p><p>To pick a lock takes 5 minutes. The roll compared with the DC determines how many fewer or extra minutes it took. Failure is only an option with really bad rolls.</p><p></p><p>Sticking with the pick lock example, you could also say that during combat, the rogue picks one tumbler per attempt. A sufficiently bad fail means having to start again. While outside of combat (and other time sensitive situations), you simplify this to a single roll and use that roll to determine time taken.</p><p></p><p>That's how I see things working for individual skill uses. What I want is an extrapolation of that which governs the entire exploration pillar.</p></blockquote><p></p>
[QUOTE="Zustiur, post: 6040172, member: 1544"] I cannot XP KM, but would do so 10 times for even starting this thread. Post #2 is pure gold. It may be that the skill challenge concept is the answer, but I'm not convinced. Certainly, I agree that Succeed/Fail is not sufficient. Combat has an infinite scale of variation in outcome, from succeed with no damage and no spell use, right down to TPK. Non-combat challenges should have a similar level of variation. How we achieve that is currently beyond me. Quickleaf has an excellent starting point, but it feels far too adventure specific. What I'm looking for is a series of mechanics which don't require the DM to sit down and spend prep time on making up random chance tables. The boon/bane yes/yes but/no but/no idea has a lot of merit too. I feel that does a good job of approximating it's combat equivalent - damage. Failure without consequence should rarely be an option. e.g. a rogue picking a lock. In 2e - a failure means you can't succeed until you've levelled up. That lock has defeated you. Failure in 3 & 4 just means you try again. If this happens outside of combat, then time is not an issue, in which case, why roll? No, there needs to be consequences. Fail by X = the lock is jammed and cannot be picked, nor opened with the key. Fail by Y = the lock has outsmarted you, you'll need to change the circumstances before trying again (different picks, go up a level, whatever). Fail by z = you've broken a pick. Succeed by x, you open the lock but break a pick. Succeed by Y, you open the lock, but it took 10 minutes, not 6 seconds. Succeed by Z, you open the lock quickly and quietly. These are just a few examples of an infinitely sliding scale. Another sliding scale - Time To pick a lock takes 5 minutes. The roll compared with the DC determines how many fewer or extra minutes it took. Failure is only an option with really bad rolls. Sticking with the pick lock example, you could also say that during combat, the rogue picks one tumbler per attempt. A sufficiently bad fail means having to start again. While outside of combat (and other time sensitive situations), you simplify this to a single roll and use that roll to determine time taken. That's how I see things working for individual skill uses. What I want is an extrapolation of that which governs the entire exploration pillar. [/QUOTE]
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