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<blockquote data-quote="AbdulAlhazred" data-source="post: 5694955" data-attributes="member: 82106"><p>Yeah, I'm just not sure where the labels really add value. There could be a sidebar or paragraph somewhere that introduced a concept of 'levels of success or failure' and ways to make failure and success more interesting. OTOH personally I just don't find SCs to be particularly kludgy. They can be tricky to use, but the way I see it those are situations that are tricky ANYWAY. Used in say the sneaking scenario you outline I would think a low complexity SC is exactly what the doctor ordered. Advantages can be used to allow for some unexpected results, and the character can employ some things like powers or other skills here and there to try to accomplish a task that simple stealth by itself might not. I think this actually fosters more of a narrative. When the character sees the extra guards he could try tossing a rock for instance, or try to use bluff. A 'step up' option would be a helpful addition to SCs there, so maybe boldly bluffing 3 guards gives extra success, but failing that ploy could easily sink the whole effort for instance. </p><p></p><p>In other words I would focus more on better explaining SCs and thinking about ways to allow them to be used in a bit more flexible ways with a bit more player control at the mechanical level, vs creating a different skill system when the existing one does its narrow little job reasonably well right now. That improves skills automatically because people will try to lean on them less. </p><p></p><p>As for bonus stacking. The solution exists within the system. They just need to classify more things as 'skill bonus' and thus reduce how many ways you can stack onto your total bonus for a skill. There are actually already a lot of ways you can 'decorate' a skill with more functions, skill powers and martial practices actually work reasonably well.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 5694955, member: 82106"] Yeah, I'm just not sure where the labels really add value. There could be a sidebar or paragraph somewhere that introduced a concept of 'levels of success or failure' and ways to make failure and success more interesting. OTOH personally I just don't find SCs to be particularly kludgy. They can be tricky to use, but the way I see it those are situations that are tricky ANYWAY. Used in say the sneaking scenario you outline I would think a low complexity SC is exactly what the doctor ordered. Advantages can be used to allow for some unexpected results, and the character can employ some things like powers or other skills here and there to try to accomplish a task that simple stealth by itself might not. I think this actually fosters more of a narrative. When the character sees the extra guards he could try tossing a rock for instance, or try to use bluff. A 'step up' option would be a helpful addition to SCs there, so maybe boldly bluffing 3 guards gives extra success, but failing that ploy could easily sink the whole effort for instance. In other words I would focus more on better explaining SCs and thinking about ways to allow them to be used in a bit more flexible ways with a bit more player control at the mechanical level, vs creating a different skill system when the existing one does its narrow little job reasonably well right now. That improves skills automatically because people will try to lean on them less. As for bonus stacking. The solution exists within the system. They just need to classify more things as 'skill bonus' and thus reduce how many ways you can stack onto your total bonus for a skill. There are actually already a lot of ways you can 'decorate' a skill with more functions, skill powers and martial practices actually work reasonably well. [/QUOTE]
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