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<blockquote data-quote="Crazy Jerome" data-source="post: 5771812" data-attributes="member: 54877"><p>Clear scaling and how to use it properly is an unmitigated good thing. Of course, if you can't convey how to use it properly, then it isn't so hot. One of the crucial things that should be advised when using clear scaling is that sometimes a cakewalk or bloodbath is necessary for consistency of the story or setting. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cool:" title="Cool :cool:" data-smilie="6"data-shortname=":cool:" /></p><p> </p><p>So put me in the camp that the problem was not with the scaling, but rather the skill challenges--and indeed the skill system itself. d20+mod versus DC -- even gussied up with skill challenges, isn't robust enough by itself to <strong>have</strong> interesting decision points. 3E had this same problem. So that puts the work back on the DM to make the players care about making those skill checks--and even then, they can't do much to show they care.</p><p> </p><p></p><p>I can think of at least two ways, cribbed straight from D&D combat, to make skills more interesting in practice:</p><ul> <li data-xf-list-type="ul">Have some equivalent of hit points as a pacing mechanic--critically, to let you retreat or press on as the rolls fall.</li> <li data-xf-list-type="ul">Have resources to manage that affect skill checks.</li> </ul><p>That would help. What I would prefer is a full-blown reward cycle, where trying things with skills (succeed or fail) got you those resources that let you do attempt more with skills later, plus some resources that were gold/time based and thus an intersecton with the world.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5771812, member: 54877"] Clear scaling and how to use it properly is an unmitigated good thing. Of course, if you can't convey how to use it properly, then it isn't so hot. One of the crucial things that should be advised when using clear scaling is that sometimes a cakewalk or bloodbath is necessary for consistency of the story or setting. :cool: So put me in the camp that the problem was not with the scaling, but rather the skill challenges--and indeed the skill system itself. d20+mod versus DC -- even gussied up with skill challenges, isn't robust enough by itself to [B]have[/B] interesting decision points. 3E had this same problem. So that puts the work back on the DM to make the players care about making those skill checks--and even then, they can't do much to show they care. I can think of at least two ways, cribbed straight from D&D combat, to make skills more interesting in practice: [LIST] [*]Have some equivalent of hit points as a pacing mechanic--critically, to let you retreat or press on as the rolls fall. [*]Have resources to manage that affect skill checks. [/LIST]That would help. What I would prefer is a full-blown reward cycle, where trying things with skills (succeed or fail) got you those resources that let you do attempt more with skills later, plus some resources that were gold/time based and thus an intersecton with the world. [/QUOTE]
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