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<blockquote data-quote="AbdulAlhazred" data-source="post: 5695116" data-attributes="member: 82106"><p>Right. It is certainly odd that both in terms of skills and SCs that WotC has not only not clarified the 'level as challenge level' concept but actually muddied the waters in the RC. As far as I'm concerned skill checks have a level that identifies their degree of appropriateness for a particular level of character, exactly like monsters do. Easy/Medium/Hard DCs are really more of a convenience than anything else, giving you a rough analogy to minion/standard/elite (definitely not exact). </p><p></p><p></p><p></p><p>I think the problem with the combat analogy is that 'non-combat' is simply a vast area. Some SCs might reasonably come fairly close to the same kind of concepts, but in general I think that level of detailed mapping-out of an SC is actually counter-productive. Over time as I've perfected running them I've found I spend more and more of my time describing details of the situation and narrative interactions, and less and less on describing mechanics. What I would rather have from the mechanics are things like how does a player step up the challenge? These are useful mechanics. Trying to map out the SC to the degree needed to formalize advantages and disadvantages or create specific fixed types of tactics analogous to combat would IMHO be counter-productive. The tighter the DM nails an SC down the less he can think outside the box and the less scope there is for the SC to evolve in new and unexpected directions. </p><p></p><p>SCs really have improved in presentation a lot anyway. The RC version of advantages works pretty well in most cases.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 5695116, member: 82106"] Right. It is certainly odd that both in terms of skills and SCs that WotC has not only not clarified the 'level as challenge level' concept but actually muddied the waters in the RC. As far as I'm concerned skill checks have a level that identifies their degree of appropriateness for a particular level of character, exactly like monsters do. Easy/Medium/Hard DCs are really more of a convenience than anything else, giving you a rough analogy to minion/standard/elite (definitely not exact). I think the problem with the combat analogy is that 'non-combat' is simply a vast area. Some SCs might reasonably come fairly close to the same kind of concepts, but in general I think that level of detailed mapping-out of an SC is actually counter-productive. Over time as I've perfected running them I've found I spend more and more of my time describing details of the situation and narrative interactions, and less and less on describing mechanics. What I would rather have from the mechanics are things like how does a player step up the challenge? These are useful mechanics. Trying to map out the SC to the degree needed to formalize advantages and disadvantages or create specific fixed types of tactics analogous to combat would IMHO be counter-productive. The tighter the DM nails an SC down the less he can think outside the box and the less scope there is for the SC to evolve in new and unexpected directions. SCs really have improved in presentation a lot anyway. The RC version of advantages works pretty well in most cases. [/QUOTE]
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