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Heavy Concrete Data on 4e's Skill Challenge System (long, lots of tables)
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 4286157" data-attributes="member: 710"><p>Interesting tables. I am not going to dispute that there is something wrong with the table.</p><p></p><p>But here are some considerations: </p><p>A typical combat encounter of the party's level is not supposed to be deadly. If they work well together, they will win without any losses, and even not expend to many daily resources. </p><p></p><p>What if a typical skill challenge of the party's level is also supposed to be a guaranteed win if every one works together? Would this mean that Aid Another is definitely expected (but why have the easy challenges then, Aid Another is always better - unless you can stack them?), and we should only expect failures on higher level challenges?</p><p></p><p>What if it was the opposite. Losing in combat means death. Losing a skill challenge means ... something different happens then if you won, and you don't get XP. But then, aid another shouldn't be possible.</p><p>For a reasonable success chance for a skill challenge, it should have a level below the party.</p><p></p><p>---</p><p></p><p>Neither approach looks entirely satisfying, especially since none of the two assumptions is adressed in the books. </p><p></p><p>Side Note: </p><p>I wonder how combat success rates would look if we check the options for the PCs? Do we also reach the "aid-another" auto-success rates? (but replacing aid-another with clever use of leader buffs and controller debuffs?)</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 4286157, member: 710"] Interesting tables. I am not going to dispute that there is something wrong with the table. But here are some considerations: A typical combat encounter of the party's level is not supposed to be deadly. If they work well together, they will win without any losses, and even not expend to many daily resources. What if a typical skill challenge of the party's level is also supposed to be a guaranteed win if every one works together? Would this mean that Aid Another is definitely expected (but why have the easy challenges then, Aid Another is always better - unless you can stack them?), and we should only expect failures on higher level challenges? What if it was the opposite. Losing in combat means death. Losing a skill challenge means ... something different happens then if you won, and you don't get XP. But then, aid another shouldn't be possible. For a reasonable success chance for a skill challenge, it should have a level below the party. --- Neither approach looks entirely satisfying, especially since none of the two assumptions is adressed in the books. Side Note: I wonder how combat success rates would look if we check the options for the PCs? Do we also reach the "aid-another" auto-success rates? (but replacing aid-another with clever use of leader buffs and controller debuffs?) [/QUOTE]
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