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New Legends and Lore:Head of the Class
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<blockquote data-quote="Balesir" data-source="post: 5632695" data-attributes="member: 27160"><p>I would agree that extra resources and such should not be added. And I don't think that changes are required for every skill challenge.</p><p></p><p>What I think would help considerably, though, is a 'toolbox' of systemic tweaks together with notes about what circumstances they might be useful for. Some examples might be:</p><p></p><p>- Have the DCs for some challenges start lower than standard and increase by 1 each round of the SC. This rewards getting all the PCs involved and introduces a game-time pressure not quite as harsh as a round limit.</p><p></p><p>- List out rewards for successes and penalties for failure for some challenges. Example failure events would be a minor combat (worth half the XP of the SC, but giving no XP reward). Example success rewards would be partial revelation of the information available from the full challenge, or gaining an ally in a diplomatic challenge.</p><p></p><p>- Use the "Disease" track mechanism to track the progress and advantages/hindrances that the party must work under, instead of the basic "3 strikes" for some challenges. This may represent the political climate, or the progress of a Geas or Quest enchantment associated with the challenge.</p><p></p><p>- Organise the tasks in the challenge; what may be attempted simultaneously, what must follow sequentially, what must be done simultaneously to count as successes?</p><p></p><p>These sorts of sub-mechanisms in the toolbox would help putting together interesting challenges that encourage and require player concentration and engagement, instead of bored die rolling. The boredom can be countered by skilled narration, of course - but there are still players who will "see through the curtain" if all the challenge boils down to is a series of die rolls.</p></blockquote><p></p>
[QUOTE="Balesir, post: 5632695, member: 27160"] I would agree that extra resources and such should not be added. And I don't think that changes are required for every skill challenge. What I think would help considerably, though, is a 'toolbox' of systemic tweaks together with notes about what circumstances they might be useful for. Some examples might be: - Have the DCs for some challenges start lower than standard and increase by 1 each round of the SC. This rewards getting all the PCs involved and introduces a game-time pressure not quite as harsh as a round limit. - List out rewards for successes and penalties for failure for some challenges. Example failure events would be a minor combat (worth half the XP of the SC, but giving no XP reward). Example success rewards would be partial revelation of the information available from the full challenge, or gaining an ally in a diplomatic challenge. - Use the "Disease" track mechanism to track the progress and advantages/hindrances that the party must work under, instead of the basic "3 strikes" for some challenges. This may represent the political climate, or the progress of a Geas or Quest enchantment associated with the challenge. - Organise the tasks in the challenge; what may be attempted simultaneously, what must follow sequentially, what must be done simultaneously to count as successes? These sorts of sub-mechanisms in the toolbox would help putting together interesting challenges that encourage and require player concentration and engagement, instead of bored die rolling. The boredom can be countered by skilled narration, of course - but there are still players who will "see through the curtain" if all the challenge boils down to is a series of die rolls. [/QUOTE]
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