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[Orcus/4e] House rules - including a skill challenge replacement
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<blockquote data-quote="Quickleaf" data-source="post: 9240175" data-attributes="member: 20323"><p>I like the inclusion of obstacles as clear goals, and that your integrating ideas from other systems.</p><p></p><p>A big sticking point is time pressure. And I see it being a sticking point in two ways. Taking your first example, the Duke's Intervention...</p><p></p><p></p><p></p><p>The 1st issue here is that there's no sense of what a player can accomplish within a given time span. How many times can a player try to get leverage over the Duke or try to delay the villain's arrival? Who knows, it's left entirely up to the GM to figure out.</p><p></p><p>The 2nd issue is that time pressure works when it works, and doesn't when it doesn't. IOW, there are some narratives where time pressure as the limiting factor (i.e. knowing when the scene is done), and there are other narratives where it absolutely isn't the critical limiting factor. For example, I've run an "audience with the duke" scene where instead of a time limit it was how much tolerance the duke's "social rubber band" had for being stretched, challenged, or smack-talked to.</p><p></p><p>I know the temptation is to create a one-size-fits-all template for non-combat structured scenes / skill challenges, but I really think that is carrying on one of the core weaknesses of the skill challenge system that should be questioned.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 9240175, member: 20323"] I like the inclusion of obstacles as clear goals, and that your integrating ideas from other systems. A big sticking point is time pressure. And I see it being a sticking point in two ways. Taking your first example, the Duke's Intervention... The 1st issue here is that there's no sense of what a player can accomplish within a given time span. How many times can a player try to get leverage over the Duke or try to delay the villain's arrival? Who knows, it's left entirely up to the GM to figure out. The 2nd issue is that time pressure works when it works, and doesn't when it doesn't. IOW, there are some narratives where time pressure as the limiting factor (i.e. knowing when the scene is done), and there are other narratives where it absolutely isn't the critical limiting factor. For example, I've run an "audience with the duke" scene where instead of a time limit it was how much tolerance the duke's "social rubber band" had for being stretched, challenged, or smack-talked to. I know the temptation is to create a one-size-fits-all template for non-combat structured scenes / skill challenges, but I really think that is carrying on one of the core weaknesses of the skill challenge system that should be questioned. [/QUOTE]
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