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Showing the Math: Proving that 4e’s Skill Challenge system is broken (math heavy)
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<blockquote data-quote="DM_Blake" data-source="post: 4282010" data-attributes="member: 57267"><p>It looks like all the math in this thread points to the RAW chance of success being in the teens, or twenties. So, around 20%, plus or minus for situational mondifiers and mathimatical variations.</p><p></p><p>As for me, I would prefer the chance to fail was around 20%</p><p></p><p>Therefore, I'm pretty sure what I'll do is simply reverse the success to failure ratio. For example, instead of 4 successes before 2 failures, I will probably go with 2 successes before 4 failures.</p><p></p><p>That way I can leave the RAW completely alone. I can stay with the DCs as presented and use the examples provided. All I have to do is swap the number of successes for the number of failures.</p><p></p><p>This way I will even be able to use any officially published dungeons without having to tweak DCs or muck with the challenge in any concrete way.</p><p></p><p>The only thing I don't like about swapping the ratio is that it will result in many challenges being over with just a couple skill rolls. It won't involve the whole party. So it's likely that I will take most skill challenges that only require 2 or 3 successes and I will double (or something like double) both the number of successes and the number of failures (which, interestingly enough, works out pretty much the same as just quadrupling the original number of failures without swapping the ratio - which may also end up being what I do much of the time).</p></blockquote><p></p>
[QUOTE="DM_Blake, post: 4282010, member: 57267"] It looks like all the math in this thread points to the RAW chance of success being in the teens, or twenties. So, around 20%, plus or minus for situational mondifiers and mathimatical variations. As for me, I would prefer the chance to fail was around 20% Therefore, I'm pretty sure what I'll do is simply reverse the success to failure ratio. For example, instead of 4 successes before 2 failures, I will probably go with 2 successes before 4 failures. That way I can leave the RAW completely alone. I can stay with the DCs as presented and use the examples provided. All I have to do is swap the number of successes for the number of failures. This way I will even be able to use any officially published dungeons without having to tweak DCs or muck with the challenge in any concrete way. The only thing I don't like about swapping the ratio is that it will result in many challenges being over with just a couple skill rolls. It won't involve the whole party. So it's likely that I will take most skill challenges that only require 2 or 3 successes and I will double (or something like double) both the number of successes and the number of failures (which, interestingly enough, works out pretty much the same as just quadrupling the original number of failures without swapping the ratio - which may also end up being what I do much of the time). [/QUOTE]
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Showing the Math: Proving that 4e’s Skill Challenge system is broken (math heavy)
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