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Is infiltration/misdirection possible in 4E?
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<blockquote data-quote="beepeearr" data-source="post: 4302996" data-attributes="member: 20548"><p>I can see where he is coming from with the skill challenge is a second class citizen to combat. For one, the vast majority of the classes exploits/spells/prayers are all combat oriented, heck even some of the utility powers are somewhat combat oriented. </p><p></p><p>Plus the combat system allows for quite a few tactics, while the Skill Challenge system though much better than what came before, doesn't have anywhere near the same level of possibilities 4E combat does hence the second class citizen.</p><p></p><p>I like skill challenges, but I do think there is room for improvement though.</p><p></p><p>I'm tinkering with an Idea I have for creating a Social Combat system using the foundation of 4E's combat system, and I think aspects of it could help for your campaign. At it's most basic level, it builds on the Skill challenge system, but removes how the challenge is resolved.</p><p></p><p>All the little nuances for various different things you can do during a skill challenge remain, only the way you determine success or failure change. Instead of a flat S/2xS success/failure rate, treat skill challenges like combat. If the party needs to sneak past some guards, ask them what they want to do then roll the skill challenges as normal, but subtract your successes from a pool of challenge points (CPs, these are the hit points of the challenge, to get a number appropriate to an encounter get the Avg hit point of a creature that is appropriate for characters of your level, then multiply it by your groups party size). For every success of your opponent add points to a failure pool, if the failure points increase to half of the challenges starting CPs, the challenge fails. </p><p></p><p>This isn't exactly what I'm thinking for a my Social Combat system, just hobbled from it to fit your needs, it's roughly the same success failure rate (ie in that you need 2 CPs for success for every 1CP your opponent needs), but with more room for error, ie it shouldn't have the same problem the current system does in that a simple 2/4 challenge is actually more difficult then a difficult 6/12 challenge, if you want a more difficult challenge simply calculate the base challenge rate for a creature of a higher level, but the failure rate as a lower creature.</p></blockquote><p></p>
[QUOTE="beepeearr, post: 4302996, member: 20548"] I can see where he is coming from with the skill challenge is a second class citizen to combat. For one, the vast majority of the classes exploits/spells/prayers are all combat oriented, heck even some of the utility powers are somewhat combat oriented. Plus the combat system allows for quite a few tactics, while the Skill Challenge system though much better than what came before, doesn't have anywhere near the same level of possibilities 4E combat does hence the second class citizen. I like skill challenges, but I do think there is room for improvement though. I'm tinkering with an Idea I have for creating a Social Combat system using the foundation of 4E's combat system, and I think aspects of it could help for your campaign. At it's most basic level, it builds on the Skill challenge system, but removes how the challenge is resolved. All the little nuances for various different things you can do during a skill challenge remain, only the way you determine success or failure change. Instead of a flat S/2xS success/failure rate, treat skill challenges like combat. If the party needs to sneak past some guards, ask them what they want to do then roll the skill challenges as normal, but subtract your successes from a pool of challenge points (CPs, these are the hit points of the challenge, to get a number appropriate to an encounter get the Avg hit point of a creature that is appropriate for characters of your level, then multiply it by your groups party size). For every success of your opponent add points to a failure pool, if the failure points increase to half of the challenges starting CPs, the challenge fails. This isn't exactly what I'm thinking for a my Social Combat system, just hobbled from it to fit your needs, it's roughly the same success failure rate (ie in that you need 2 CPs for success for every 1CP your opponent needs), but with more room for error, ie it shouldn't have the same problem the current system does in that a simple 2/4 challenge is actually more difficult then a difficult 6/12 challenge, if you want a more difficult challenge simply calculate the base challenge rate for a creature of a higher level, but the failure rate as a lower creature. [/QUOTE]
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