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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="bert1000" data-source="post: 4284166" data-attributes="member: 29013"><p>I favor a loose version of the skill challenge, and would prob accept:</p><p></p><p>Player: "I try to use history to see if I know something useful about the prison's history -- like it's former uses, contruction, etc."</p><p>DM: "Ok, but this is not going to be easy." [Hard DC]</p><p>Player: rolls a success</p><p>DM: "You remember that this prison is incredibly old, and that it has has numerous repairs done on it over the years. Perhaps that discolored patch on the rear wall is not as solid as it originally looked..."</p><p>OR "This prison is known for its corrupt guards. Perhaps a well placed bribe may work..."</p><p></p><p>It's a give and take with the players. I'd rather have players come up with the interesting uses of the non-primary skills "I use intimidate to make sure the street folks don't tell the guards which path I went down", but at times I'll let a more general statement like above work with a Hard DC.</p><p></p><p>None of this solves the problem of the math, however, which I agree is whack. I'd like:</p><p></p><p>Primary skills - moderate DC -- high degree of success for a skilled player with primary attribute</p><p></p><p>"Unlocked skills" -- easy or moderate DC -- can only be used once per challenge -- high degree of success for a skilled player with primary attribute</p><p></p><p>Secondary skills -- if allowed by DM, Hard DC, can only be used once per challenge -- good degree of success for a skilled player with primary attribute <strong>and a better choice than aiding another</strong>. This is important to me, as I want to encourage a player to try to use their best skill (sometimes they'll be able to, sometimes not) </p><p></p><p>All skill rolls taken as a whole should lead to success about 70% of the time.</p></blockquote><p></p>
[QUOTE="bert1000, post: 4284166, member: 29013"] I favor a loose version of the skill challenge, and would prob accept: Player: "I try to use history to see if I know something useful about the prison's history -- like it's former uses, contruction, etc." DM: "Ok, but this is not going to be easy." [Hard DC] Player: rolls a success DM: "You remember that this prison is incredibly old, and that it has has numerous repairs done on it over the years. Perhaps that discolored patch on the rear wall is not as solid as it originally looked..." OR "This prison is known for its corrupt guards. Perhaps a well placed bribe may work..." It's a give and take with the players. I'd rather have players come up with the interesting uses of the non-primary skills "I use intimidate to make sure the street folks don't tell the guards which path I went down", but at times I'll let a more general statement like above work with a Hard DC. None of this solves the problem of the math, however, which I agree is whack. I'd like: Primary skills - moderate DC -- high degree of success for a skilled player with primary attribute "Unlocked skills" -- easy or moderate DC -- can only be used once per challenge -- high degree of success for a skilled player with primary attribute Secondary skills -- if allowed by DM, Hard DC, can only be used once per challenge -- good degree of success for a skilled player with primary attribute [B]and a better choice than aiding another[/B]. This is important to me, as I want to encourage a player to try to use their best skill (sometimes they'll be able to, sometimes not) All skill rolls taken as a whole should lead to success about 70% 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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