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Heavy Concrete Data on 4e's Skill Challenge System (long, lots of tables)
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<blockquote data-quote="saitir" data-source="post: 4297203" data-attributes="member: 35012"><p>Having run my first full on skill challenge in my game tonight, I have to say that these tables and calculations are ultimatley meaningless.</p><p></p><p>As long as you don't tie yourself down to the lists of primary skills and allow characters to play to their strengths (within the realms of plausibility anyway) then you end up with a great scene with everyone contributing.</p><p></p><p>Also, I started off believing that it was going to fail miserably because I believed these numbers. Another player was convinced that it was such a rotton system that he abandoned it for his game.</p><p></p><p>The most extreme example of imagination was a character using dungeoneering to get ahead of an npc in an urban chase (in this particular example it was a fantasy pseudo housing high rise they were chasing through and decided to use garbage chutes to drop down a few levels quickly. Sounded like spelunking to me...).</p><p></p><p>Yes, you have to make many off the cuff decisions, bonuses here and there and reward the party one way or another along the way and sure you need some good rolls (rolling a bunch of 1s in a row can't really be allowed for in any system with dice), but it really created an organic story telling experience that left the players with a great little chunk of story. For those saying 'yeah well, you just had to change things as you go 'cause the system is broken' I say not true. You change things as you go because if you don't, your forget the reason for the rules... To help have fun and generate a story.</p><p></p><p>I'm a convert.</p><p></p><p>Don't believe the raw maths against actual experience.</p></blockquote><p></p>
[QUOTE="saitir, post: 4297203, member: 35012"] Having run my first full on skill challenge in my game tonight, I have to say that these tables and calculations are ultimatley meaningless. As long as you don't tie yourself down to the lists of primary skills and allow characters to play to their strengths (within the realms of plausibility anyway) then you end up with a great scene with everyone contributing. Also, I started off believing that it was going to fail miserably because I believed these numbers. Another player was convinced that it was such a rotton system that he abandoned it for his game. The most extreme example of imagination was a character using dungeoneering to get ahead of an npc in an urban chase (in this particular example it was a fantasy pseudo housing high rise they were chasing through and decided to use garbage chutes to drop down a few levels quickly. Sounded like spelunking to me...). Yes, you have to make many off the cuff decisions, bonuses here and there and reward the party one way or another along the way and sure you need some good rolls (rolling a bunch of 1s in a row can't really be allowed for in any system with dice), but it really created an organic story telling experience that left the players with a great little chunk of story. For those saying 'yeah well, you just had to change things as you go 'cause the system is broken' I say not true. You change things as you go because if you don't, your forget the reason for the rules... To help have fun and generate a story. I'm a convert. Don't believe the raw maths against actual experience. [/QUOTE]
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