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General Tabletop Discussion
*Pathfinder & Starfinder
Running Combat Using Skill Challenges?
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<blockquote data-quote="PrecociousApprentice" data-source="post: 4665111" data-attributes="member: 61449"><p>Why not just use the attacks of the powers being used (Str vs AC, Int vs will, whatever) and the defenses as the DCs. For each turn, you roll an attack, and a defense. Succesful attacks get you successes, successful defenses avoid failures. Powers that hit gain a number of successes equal to their number of [w] damage or equivalent. Allow multi-attacks to count as a success per [w] times area plus 1 for burst, a success per [w] times area minus 1 for blast (burst 1 is two successes times number of [w] in attack, burst 2 is 2 times [w], blast 3 is 2 successes per [w],...I know, it isn't quite an even translation).</p><p></p><p>You would need to turn monsters attacks into passive attacks (just like turing perception into passive perception), and players defenses into active defenses (the reverse of making something passive). </p><p></p><p>You could get multiple successes each turn, possibly multiple failures each turn, and it could happen simultaneously. </p><p></p><p>Require a certain number of successes to win, and have each failure lead to the loss of a healing surge. Healing recovers a healing surge.</p><p></p><p>There you go. Completely simplifies the combat system into a skill challenge type system. Needs a little work, but allows characters like leaders or controllers, who don't always have either athletics or acrobatics, to help out.</p></blockquote><p></p>
[QUOTE="PrecociousApprentice, post: 4665111, member: 61449"] Why not just use the attacks of the powers being used (Str vs AC, Int vs will, whatever) and the defenses as the DCs. For each turn, you roll an attack, and a defense. Succesful attacks get you successes, successful defenses avoid failures. Powers that hit gain a number of successes equal to their number of [w] damage or equivalent. Allow multi-attacks to count as a success per [w] times area plus 1 for burst, a success per [w] times area minus 1 for blast (burst 1 is two successes times number of [w] in attack, burst 2 is 2 times [w], blast 3 is 2 successes per [w],...I know, it isn't quite an even translation). You would need to turn monsters attacks into passive attacks (just like turing perception into passive perception), and players defenses into active defenses (the reverse of making something passive). You could get multiple successes each turn, possibly multiple failures each turn, and it could happen simultaneously. Require a certain number of successes to win, and have each failure lead to the loss of a healing surge. Healing recovers a healing surge. There you go. Completely simplifies the combat system into a skill challenge type system. Needs a little work, but allows characters like leaders or controllers, who don't always have either athletics or acrobatics, to help out. [/QUOTE]
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Running Combat Using Skill Challenges?
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