Lizard said:
One thing which confuses me about this system is, can the skill challenge system merge with the standard encounter system?
Lots of people have said things like, "Oh, cool! If he runs into the sewers, he can fight CHUDs!"
How does that work in the context of the mechanics? My understanding was that the whole point of skill challenges was to allow everyone to participate and avoid the netrunner/skill monkey problem. The group accumulates successes in a vary abstract way, and the totality of all the rolls is the 'skill encounter'.
The way some people are describing it, the abstract skill challenge and the tactical combat system are used concurrently, and I don't see that as solving the problem it was intended to. If the sewer-runner stops to fight dire rats while everyone else twiddles their thumbs, we're back to the same issue. And if he doesn't, a lot of people's enthusiasm for the potential of this system is misplaced. From what I can tell, this is a very abstract system -- there isn't really a gangwar, there aren't really sewers -- those are descriptions of the results of the roll, just as "You have a nasty gash on your shoulder from that orc" is the description of the purely abstract result of an attack roll. The set of rolls/results for a skill challenge, like a combat encounter, take place in their own bubble of space time. It's like a montage scene in a movie.
We may need to see more example of actual play.
That's an interesting question.
I don't know if there is anything "concrete" about it. But maybe it ties in with quest mechanics and the encounter building guidelines.
Something I just came up with:
A skill challenge is basically a quest with associated XP.
Characters roll their checks. If they make the required successes and not to many failures, they "absolve" it perfecly and get out without any fight.
If they roll well enough, there might be some drawbacks at a later time.
If they fail, the guards will catch onto them and a full-blown combat encounter ensues. The encounter XP cost would be approximated by the quests XP.
If we assume the group needs 6 successes, it gets the full XP for the quest. For each "missing" success, they lose out on a proportional amount of XP.
If we assume the group needs 4 failures to fail, they, they have to beat an encounter worth an proportional amount of XP - which is deducted from their quest XP. When this encounter happens depends on the nature of the challenge.
The encounter can be a skill challenge again, if it doesn't make sense if this results in a combat. The XP "debt" of the PCs might be added to a later combat encounter (maybe the guards are preparing an ambush for the Sembia Escapees. If the group failed, some of the guards that were on their tail the last time might still be on their tails and aid the ambushees...)
Interesting question might be what you do if a player wants to have a short combat as part of the challenge (escaping the guards - beat down the last two between him and freedom, or to help the others?).
I don't believe though - whatever you do - that's always guaranteed by this system that only some of the characters enjoy the spotlight during one encounter. The system can help to avoid some pitfalls here, but make it fully impossible - I don't see it yet...