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Mearls' Legends and Lore (or, "All Roads Lead to Rome, Redux")
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<blockquote data-quote="Nagol" data-source="post: 5496830" data-attributes="member: 23935"><p>Let's assume the group's trained skills are at +13. </p><p></p><p>If the group has a character with Nature and decides to use it for navigation (DC 19), their success chance (ignoring the ghouls for a moment) is about 67%.</p><p></p><p>The same group deciding to use Perception instead, all else being equal, has a success chance around 22%. That's from a DC that's 4 higher.</p><p></p><p>Let's assume the group's trained skills are at +17.</p><p></p><p>Thet can only fail the Nature check on a 1. Their success chance is over 99% if they think to use that skill for navigation and take no other interesting choices.</p><p></p><p>The same group deciding to use Perception instead, all else being equal, have a success chance around 67%.</p><p></p><p>The probabilities get worse (and quickly!) if the group earns failures from the ghouls.</p><p></p><p>The wide variation in success rate from DC in-line with each other for a skill challenge suggests the careful DM better run the numbers prior to play to understand the effect of his DC choices and other challenge interactions on probable group success. That runs counter to the impromptu "just-in-time design" feel you have been advocating for the game.</p><p></p><p>Skill Challenges, in the form presented, have the feeling of a DM trap to me. The typical DM won't have the numeracy to see the consequential effect a small penalty / bonus has on probability for group success and is likely to set up situations with probable success rates at odds with his preference. This is especially true if it is done at the table in the heat of play.</p></blockquote><p></p>
[QUOTE="Nagol, post: 5496830, member: 23935"] Let's assume the group's trained skills are at +13. If the group has a character with Nature and decides to use it for navigation (DC 19), their success chance (ignoring the ghouls for a moment) is about 67%. The same group deciding to use Perception instead, all else being equal, has a success chance around 22%. That's from a DC that's 4 higher. Let's assume the group's trained skills are at +17. Thet can only fail the Nature check on a 1. Their success chance is over 99% if they think to use that skill for navigation and take no other interesting choices. The same group deciding to use Perception instead, all else being equal, have a success chance around 67%. The probabilities get worse (and quickly!) if the group earns failures from the ghouls. The wide variation in success rate from DC in-line with each other for a skill challenge suggests the careful DM better run the numbers prior to play to understand the effect of his DC choices and other challenge interactions on probable group success. That runs counter to the impromptu "just-in-time design" feel you have been advocating for the game. Skill Challenges, in the form presented, have the feeling of a DM trap to me. The typical DM won't have the numeracy to see the consequential effect a small penalty / bonus has on probability for group success and is likely to set up situations with probable success rates at odds with his preference. This is especially true if it is done at the table in the heat of play. [/QUOTE]
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Mearls' Legends and Lore (or, "All Roads Lead to Rome, Redux")
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