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General Tabletop Discussion
*TTRPGs General
Removing homogenity from 4e
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<blockquote data-quote="Barastrondo" data-source="post: 4919140" data-attributes="member: 3820"><p>The way we play it, individual rolls do matter, particularly outside of a skill challenge. (You probably don't have to have a straight-up skill challenge to make a Streetwise check to gather rumors, for instance.) It's just that in a skill challenge, one player doesn't "win" the whole thing for the entire group with a roll or two. It's sort of like combat — for all that some people complain about games that invoke frequent combat, combat is one of the things that engages every member of the group at once. That doesn't happen as often away from combat unless your players are very entertaining to watch; sometimes the rest of the group just tunes out when the bard starts trying to chat up the bartender. I definitely agree with the design goal of skill challenges as something that mechanically gets the entire group participating outside of combat. They shouldn't replace single rolls, they should just be set pieces. </p><p></p><p>I tend to invoke skill challenges whenever I feel that it's something that could contribute to a milestone, something that the entire group should potentially get XP for, or if it just feels like a situation's too complicated to handle with a single die roll. </p><p></p><p>This is part of why I'd like to see unscripted skill challenges addressed: how to call them, and how to know when <em>not</em> to call them. </p><p></p><p></p><p></p><p>Generally speaking, yeah. Over on RPGnet they're discussing potential house rules to just grant bonus skill powers: for example, you can pick one per tier, and retrain it as you go up in level as usual if you feel so inclined. I think that's not a bad idea if your players don't have trouble keeping a higher number of powers straight.</p></blockquote><p></p>
[QUOTE="Barastrondo, post: 4919140, member: 3820"] The way we play it, individual rolls do matter, particularly outside of a skill challenge. (You probably don't have to have a straight-up skill challenge to make a Streetwise check to gather rumors, for instance.) It's just that in a skill challenge, one player doesn't "win" the whole thing for the entire group with a roll or two. It's sort of like combat — for all that some people complain about games that invoke frequent combat, combat is one of the things that engages every member of the group at once. That doesn't happen as often away from combat unless your players are very entertaining to watch; sometimes the rest of the group just tunes out when the bard starts trying to chat up the bartender. I definitely agree with the design goal of skill challenges as something that mechanically gets the entire group participating outside of combat. They shouldn't replace single rolls, they should just be set pieces. I tend to invoke skill challenges whenever I feel that it's something that could contribute to a milestone, something that the entire group should potentially get XP for, or if it just feels like a situation's too complicated to handle with a single die roll. This is part of why I'd like to see unscripted skill challenges addressed: how to call them, and how to know when [I]not[/I] to call them. Generally speaking, yeah. Over on RPGnet they're discussing potential house rules to just grant bonus skill powers: for example, you can pick one per tier, and retrain it as you go up in level as usual if you feel so inclined. I think that's not a bad idea if your players don't have trouble keeping a higher number of powers straight. [/QUOTE]
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Removing homogenity from 4e
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