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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="Spatula" data-source="post: 4285547" data-attributes="member: 2198"><p>No one said you can't do that. There's still some inherent weirdness but I imagine it would work well enough. It's not the RAW, however.</p><p></p><p>If everyone is aiding one person who's making the checks, what is the point of the skill challenge? Why not just have that one person make the checks and reduce the DC by 2*(size of group-1)?</p><p></p><p>Hard skill checks make winning the challenge... harder. Easy checks are there but if you look at the skill challenge templates in the DMG, you can't use easy checks to get very far into the challenge. Usually they're only good for 1 success.</p><p></p><p>KotS web enhancement: 8/4, 2 easy successes max</p><p>Negotiation: 8/4, 1 easy success max</p><p>Dead witness: 6/3, 1 easy max</p><p>Urban chase: 12/6, easy checks are only used for aid another, which kinda disputes the idea you can use aid another will-nilly, as the easy check DC is going to be at least 10 and likely higher. The easy check here also seems to penalize the party if you flub it.</p><p>Interrogation: 4/2, no easy checks</p><p>Lost: 6/3, see urban chase</p><p>Secret Lore: 8/4, no easy checks</p><p>Combat trap thing: 6/3, see urban chase</p></blockquote><p></p>
[QUOTE="Spatula, post: 4285547, member: 2198"] No one said you can't do that. There's still some inherent weirdness but I imagine it would work well enough. It's not the RAW, however. If everyone is aiding one person who's making the checks, what is the point of the skill challenge? Why not just have that one person make the checks and reduce the DC by 2*(size of group-1)? Hard skill checks make winning the challenge... harder. Easy checks are there but if you look at the skill challenge templates in the DMG, you can't use easy checks to get very far into the challenge. Usually they're only good for 1 success. KotS web enhancement: 8/4, 2 easy successes max Negotiation: 8/4, 1 easy success max Dead witness: 6/3, 1 easy max Urban chase: 12/6, easy checks are only used for aid another, which kinda disputes the idea you can use aid another will-nilly, as the easy check DC is going to be at least 10 and likely higher. The easy check here also seems to penalize the party if you flub it. Interrogation: 4/2, no easy checks Lost: 6/3, see urban chase Secret Lore: 8/4, no easy checks Combat trap thing: 6/3, see urban chase [/QUOTE]
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Showing the Math: Proving that 4e’s Skill Challenge system is broken (math heavy)
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