Camelot
Adventurer
Non-Combat Encounters
Okay, I'm sure this happens a lot in game development, but...I'm going in a completely different direction! I did some looking around, and with the help of dkyle's Conflex system and the comments made concerning it, I was inspired to create a non-combat system that functions the same way as combat!! It sounds crazy, but it might just be plausible.
Just like everybody can make basic attacks, everybody can make basic skill checks, right? Attack powers are a way to improve upon the basic attacks, so in this system, there are also skill powers, which improve upon the basic skills specifically for skill challenges!
In this freaky new kind of skill challenge, there are a number of goals to accomplish (like dkyle's Conflex system's conflicts). To accomplish a goal, you need to gain a certain amount of successes for that goal, kind of like the goal's hit points. The successes you earn do "damage" to the goal. When you "kill" a goal by reducing it to 0 successes needed, you complete that goal and it no longer poses a threat to you.
The goal's are like monsters; you can attack them, and they can attack back. They don't do damage like monsters, but they can inflict some sorts of effects on you, even going so far as to do damage. For example, the goal requiring you to endure the long journey can inflict penalties to physical skills due to fatigue.
Roles are transferable to skill challenges, too. A single class may have different roles in a combat encounter than they do in non-combat encounters. For example, I'd say the mechmage, while they are a defender in combat, are controllers in non-combat due to their ability to work at many goals at once. Fighters, however, are probably defenders in both instances.
This is a very rough idea right now, and requires lots of tweaking, fixing, structuring, detailing, and polishing.
Okay, I'm sure this happens a lot in game development, but...I'm going in a completely different direction! I did some looking around, and with the help of dkyle's Conflex system and the comments made concerning it, I was inspired to create a non-combat system that functions the same way as combat!! It sounds crazy, but it might just be plausible.
Just like everybody can make basic attacks, everybody can make basic skill checks, right? Attack powers are a way to improve upon the basic attacks, so in this system, there are also skill powers, which improve upon the basic skills specifically for skill challenges!
In this freaky new kind of skill challenge, there are a number of goals to accomplish (like dkyle's Conflex system's conflicts). To accomplish a goal, you need to gain a certain amount of successes for that goal, kind of like the goal's hit points. The successes you earn do "damage" to the goal. When you "kill" a goal by reducing it to 0 successes needed, you complete that goal and it no longer poses a threat to you.
The goal's are like monsters; you can attack them, and they can attack back. They don't do damage like monsters, but they can inflict some sorts of effects on you, even going so far as to do damage. For example, the goal requiring you to endure the long journey can inflict penalties to physical skills due to fatigue.
Roles are transferable to skill challenges, too. A single class may have different roles in a combat encounter than they do in non-combat encounters. For example, I'd say the mechmage, while they are a defender in combat, are controllers in non-combat due to their ability to work at many goals at once. Fighters, however, are probably defenders in both instances.
This is a very rough idea right now, and requires lots of tweaking, fixing, structuring, detailing, and polishing.