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<blockquote data-quote="Neonchameleon" data-source="post: 6800604" data-attributes="member: 87792"><p>There are nowhere near as many hardcoded DCs in 4e as there are in 3.X - but that's because 3.X is at the extreme end of the scale (second only to GURPS IME). There are however a fair number of them. It's the same DC to jump the same hole, no matter what level the PCs are.</p><p></p><p>What skill challenges and page 42 both are is a useful Improv tool. When the PCs come up with something off the wall that you hadn't previously predicted page 42 will give you a number that will feel about right so you can get back to the business of running the game. I don't want to have to work out how hot this mix of saltpeter and oil actually burns or to have a trivial 1d6/round damage. I want a number that feels that it fits with the rest of the world and then to get back to running the game.</p><p></p><p>And when the PCs come up with a Patented PC Plan (of the sort that normally ends in fire and screaming) a skill challente will let you handle the mechanics of the entire plan using "Three strikes and you're out" as a rule of thumb, the PCs trying to hold their off the wall plan together, and the whole thing playing at a decent pace and with enough difficulty that they will have to work to succeed but probably can do so if they haven't overreached. Skill Challenges used on the fly are an excellent improv tool. (Skill challenges written down in a module are generally the equivalent of trying to fit someone else's improv dialogue into your improv).</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 6800604, member: 87792"] There are nowhere near as many hardcoded DCs in 4e as there are in 3.X - but that's because 3.X is at the extreme end of the scale (second only to GURPS IME). There are however a fair number of them. It's the same DC to jump the same hole, no matter what level the PCs are. What skill challenges and page 42 both are is a useful Improv tool. When the PCs come up with something off the wall that you hadn't previously predicted page 42 will give you a number that will feel about right so you can get back to the business of running the game. I don't want to have to work out how hot this mix of saltpeter and oil actually burns or to have a trivial 1d6/round damage. I want a number that feels that it fits with the rest of the world and then to get back to running the game. And when the PCs come up with a Patented PC Plan (of the sort that normally ends in fire and screaming) a skill challente will let you handle the mechanics of the entire plan using "Three strikes and you're out" as a rule of thumb, the PCs trying to hold their off the wall plan together, and the whole thing playing at a decent pace and with enough difficulty that they will have to work to succeed but probably can do so if they haven't overreached. Skill Challenges used on the fly are an excellent improv tool. (Skill challenges written down in a module are generally the equivalent of trying to fit someone else's improv dialogue into your improv). [/QUOTE]
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