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General Tabletop Discussion
*Pathfinder & Starfinder
New errata for core books, dated 7/2/2008
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<blockquote data-quote="Kraydak" data-source="post: 4387222" data-attributes="member: 12306"><p>Yes they removed the tipping point. In exchange though, highish complexity challenges require success rates even closer to 100% on individual skill checks. This means that, say, for an Arcana based challenge, if one party has a 16 starting int wizard non-eladrin and a second party has a 20 starting int eladrin wizard, if the first party stands a chance, the second party auto (100%) succeeds. Extreme DC/skill modifier sensitivity FTW! The extreme DC sensitivity, of course, was the root problem of the previous system and so the "fix" is nothing of the kind.</p><p></p><p>If you want to use a (moderate or higher complexity) skill challenge that the party has a good (but not guaranteed) chance at succeeding at, you need to find all the party's appropriate skill modifiers (adjusted for everything, including aid-other) and carefully set the specific skill difficulty (easy/moderate/hard) and skill challenge difficulty so that the party's *best* skill modifiers/skill difficulty combination has the correct success rate. Then pray the party proceeds to chain that character/skill (or character skills, if you get lucky and the party can have several indistinguishable options). Anything else, and the party will either auto-succeed or auto-fail. The margin of error allowed on setting the DCs? About 1. Enjoy.</p></blockquote><p></p>
[QUOTE="Kraydak, post: 4387222, member: 12306"] Yes they removed the tipping point. In exchange though, highish complexity challenges require success rates even closer to 100% on individual skill checks. This means that, say, for an Arcana based challenge, if one party has a 16 starting int wizard non-eladrin and a second party has a 20 starting int eladrin wizard, if the first party stands a chance, the second party auto (100%) succeeds. Extreme DC/skill modifier sensitivity FTW! The extreme DC sensitivity, of course, was the root problem of the previous system and so the "fix" is nothing of the kind. If you want to use a (moderate or higher complexity) skill challenge that the party has a good (but not guaranteed) chance at succeeding at, you need to find all the party's appropriate skill modifiers (adjusted for everything, including aid-other) and carefully set the specific skill difficulty (easy/moderate/hard) and skill challenge difficulty so that the party's *best* skill modifiers/skill difficulty combination has the correct success rate. Then pray the party proceeds to chain that character/skill (or character skills, if you get lucky and the party can have several indistinguishable options). Anything else, and the party will either auto-succeed or auto-fail. The margin of error allowed on setting the DCs? About 1. Enjoy. [/QUOTE]
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New errata for core books, dated 7/2/2008
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