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General Tabletop Discussion
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My group and I don't want a "Sub-System" for dealing with out of combat scenarios.
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<blockquote data-quote="Primitive Screwhead" data-source="post: 5975260" data-attributes="member: 20805"><p>I was thinking about this while doing dishes tonight, and I think Next has the potential to make skill challenges much more of a group thing.</p><p></p><p>For instance, assuming that the the rules are that skill checks are either:</p><p></p><p> 2 Dice, count only the best when you have more advantages than disadvantages</p><p> 1 Dice when you have the same amount of advantages and disadvantages</p><p> 2 Dice, count the worst, when you have more disadvantages than advantages</p><p></p><p>Now, lets look at a very difficult door.. it has a puzzle lock that requires keys to be triggered in a specific order based on an ancient religion, has a lingering arcane trap, and part of the puzzle on the left has jammed and requires some muscle to get it to move into place.</p><p></p><p>With a group approach, the Cleric can counter the disadvantage of not knowing the right order, the Mage can counter the lingering trap, the Fighter can counter the muscle requirement. If the Thief has a bennie for lockpicking, then he can end up with more advantages and have an easier time by passing the lock. Groups can either have the players roll for these supporting skills or just declare their awesomeness.</p><p></p><p>I think I wrote that down the way I thought it!</p><p></p><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 5975260, member: 20805"] I was thinking about this while doing dishes tonight, and I think Next has the potential to make skill challenges much more of a group thing. For instance, assuming that the the rules are that skill checks are either: 2 Dice, count only the best when you have more advantages than disadvantages 1 Dice when you have the same amount of advantages and disadvantages 2 Dice, count the worst, when you have more disadvantages than advantages Now, lets look at a very difficult door.. it has a puzzle lock that requires keys to be triggered in a specific order based on an ancient religion, has a lingering arcane trap, and part of the puzzle on the left has jammed and requires some muscle to get it to move into place. With a group approach, the Cleric can counter the disadvantage of not knowing the right order, the Mage can counter the lingering trap, the Fighter can counter the muscle requirement. If the Thief has a bennie for lockpicking, then he can end up with more advantages and have an easier time by passing the lock. Groups can either have the players roll for these supporting skills or just declare their awesomeness. I think I wrote that down the way I thought it! :) [/QUOTE]
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Community
General Tabletop Discussion
*Pathfinder & Starfinder
My group and I don't want a "Sub-System" for dealing with out of combat scenarios.
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