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<blockquote data-quote="Justice and Rule" data-source="post: 8238839" data-attributes="member: 6778210"><p>Ah, so you mean like design consistency. I get ya.</p><p></p><p></p><p></p><p>Yeah, Skill Challenges can be iffy. I'm reminded a while back when I was watching Critical Role and there was a point at which they were running away in a jungle and Matt called for a Skill Challenge and... it just didn't work for me. I think the big thing is that it went on too long, but it's one of those things where doing a more fluid chase would have worked better.</p><p></p><p>And it doesn't necessarily have to be something that is solved via a knowledge check as much as someone who has the Religion skill should know that Haunts are generally vulnerable to prayer and exorcism. I'm more thinking using the knowledge check to identify whether it's a haunt or a straight-up spirit, if you catch my drift. The identification of what it is helps inform you of how to take care of it.</p><p></p><p></p><p></p><p>I'd say a lower-scale Religion or Occultism check that required components, like salt or chalk, and maybe something similar to a ritual-style system. In practice it would be less disabling a trap by taking it apart and more jamming something in a gear; it can come loose or eventually break over time.</p><p></p><p>But I get requiring more consistent design logic. Hrm. Maybe I'll work on plotting out some. I'll be honest, thinking about it made me interested in it as a topic.</p><p></p><p></p><p></p><p>No, I get that. I'm just not sure that's what they were going for with Haunts. I totally understand what you are saying, I just don't think they pictured Haunts as something requiring the VP system. But differences of opinion and all that.</p></blockquote><p></p>
[QUOTE="Justice and Rule, post: 8238839, member: 6778210"] Ah, so you mean like design consistency. I get ya. Yeah, Skill Challenges can be iffy. I'm reminded a while back when I was watching Critical Role and there was a point at which they were running away in a jungle and Matt called for a Skill Challenge and... it just didn't work for me. I think the big thing is that it went on too long, but it's one of those things where doing a more fluid chase would have worked better. And it doesn't necessarily have to be something that is solved via a knowledge check as much as someone who has the Religion skill should know that Haunts are generally vulnerable to prayer and exorcism. I'm more thinking using the knowledge check to identify whether it's a haunt or a straight-up spirit, if you catch my drift. The identification of what it is helps inform you of how to take care of it. I'd say a lower-scale Religion or Occultism check that required components, like salt or chalk, and maybe something similar to a ritual-style system. In practice it would be less disabling a trap by taking it apart and more jamming something in a gear; it can come loose or eventually break over time. But I get requiring more consistent design logic. Hrm. Maybe I'll work on plotting out some. I'll be honest, thinking about it made me interested in it as a topic. No, I get that. I'm just not sure that's what they were going for with Haunts. I totally understand what you are saying, I just don't think they pictured Haunts as something requiring the VP system. But differences of opinion and all that. [/QUOTE]
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