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Skill challenges: action resolution that centres the fiction
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<blockquote data-quote="Manbearcat" data-source="post: 8743135" data-attributes="member: 6696971"><p>Just for funsies, I've grabbed the PCs from the last 1-30 game I GMed. I have just stray copies of them at various levels (I have the Rogue at 12, the Bladesinger at 20 and 30, then the Druid at 30 only).</p><p></p><p>Here is what a level 20 Bladesinger can bring to bear against an Epic Tier Skill Challenge. My Skill Challenges would run "of level" (normal), level +1 (hard), level +2 (very hard). Here are the DCs for those:</p><p></p><p>Level Easy Medium Hard</p><p>20 18 25 34</p><p>21 19 26 35</p><p>22 20 27 36</p><p></p><p>The overwhelming % of DCs will be Medium with 0, 1, or 2 DCs hitting Hard depending upon Complexity (I rarely used Complexity above 3, but I did in some cases).</p><p></p><p>[ATTACH=full]258658[/ATTACH]</p><p></p><p>That is a significant ability to hit the Medium DC for a very wide swath of obstacles. Then you have to consider the following resource suites they could call upon to broaden/amplify their Skill Challenge capability:</p><p></p><p>* Mage Hand (AW) where minor, ranged legerdemain could aid against a challenge granting a +2 bonus</p><p></p><p>* Flowing Evasion (E) for movement-based challenges where pursuit/acrobatics/grace/slipperiness are in play granting +2 bonus.</p><p></p><p>* Mighty Sprint (E) +5 bonus to Athletics when speed and/or jumping are relevant to the obstacle.</p><p></p><p>* Legend Lore (E) to sub History for Dungeoneering, Nature, Religion checks.</p><p></p><p>* Spook (E) to sub Arcana for Intimidate.</p><p></p><p>* Suggestion (E) to sub Arcana for Diplomacy.</p><p></p><p>* Fey Step (E) for automatic 1 success when bridging a 25 ft gap is the obstacle (or to use as auto secondary skill buff +2 to help allies cross).</p><p></p><p>* Philosopher's Crown (D) to reroll Arcana, Dungeoneering, History, Nature.</p><p></p><p>* Endure Elements (R) for 1 auto success when exposure or severe conditions/phenomenon are an obstacle.</p><p></p><p>* Pass Without Trace (R) for 1 auto success when leaving no trace of your trek through wilderness during a perilous journey is an obstacle.</p><p></p><p>* Warded Campsite (R) for 1 auto success when you're camping in the wilderness (this also ensures no nested combats happen as a result of a consequence of such a situation).</p><p></p><p>* Phantom Steed (R) for 1 or 2 auto success when travel over great distances is an obstacle for you and your allies.</p><p></p><p>* A whole lot of Coin to grease palms, attain physical assets, or purchase the aid of Companion Characters/Cohorts for either auto-success in an SC or persistent bonsues/help for combat/SCs.</p><p></p><p>[HR][/HR]</p><p></p><p>That is what the capability of a PC entering Epic Tier looks like in terms of noncombat capability. Even though Hard DCs got progressively more difficult to accomplish, they weren't common, you're reliably hitting the Medium DC on a huge swath of obstacles inherent to your thematic archetypes, and you can marshal auto-success against a wide variety of obstacles (from Dailies, to Rituals, to using Coin for assets, hirelings, palm-greasing).</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 8743135, member: 6696971"] Just for funsies, I've grabbed the PCs from the last 1-30 game I GMed. I have just stray copies of them at various levels (I have the Rogue at 12, the Bladesinger at 20 and 30, then the Druid at 30 only). Here is what a level 20 Bladesinger can bring to bear against an Epic Tier Skill Challenge. My Skill Challenges would run "of level" (normal), level +1 (hard), level +2 (very hard). Here are the DCs for those: Level Easy Medium Hard 20 18 25 34 21 19 26 35 22 20 27 36 The overwhelming % of DCs will be Medium with 0, 1, or 2 DCs hitting Hard depending upon Complexity (I rarely used Complexity above 3, but I did in some cases). [ATTACH type="full"]258658[/ATTACH] That is a significant ability to hit the Medium DC for a very wide swath of obstacles. Then you have to consider the following resource suites they could call upon to broaden/amplify their Skill Challenge capability: * Mage Hand (AW) where minor, ranged legerdemain could aid against a challenge granting a +2 bonus * Flowing Evasion (E) for movement-based challenges where pursuit/acrobatics/grace/slipperiness are in play granting +2 bonus. * Mighty Sprint (E) +5 bonus to Athletics when speed and/or jumping are relevant to the obstacle. * Legend Lore (E) to sub History for Dungeoneering, Nature, Religion checks. * Spook (E) to sub Arcana for Intimidate. * Suggestion (E) to sub Arcana for Diplomacy. * Fey Step (E) for automatic 1 success when bridging a 25 ft gap is the obstacle (or to use as auto secondary skill buff +2 to help allies cross). * Philosopher's Crown (D) to reroll Arcana, Dungeoneering, History, Nature. * Endure Elements (R) for 1 auto success when exposure or severe conditions/phenomenon are an obstacle. * Pass Without Trace (R) for 1 auto success when leaving no trace of your trek through wilderness during a perilous journey is an obstacle. * Warded Campsite (R) for 1 auto success when you're camping in the wilderness (this also ensures no nested combats happen as a result of a consequence of such a situation). * Phantom Steed (R) for 1 or 2 auto success when travel over great distances is an obstacle for you and your allies. * A whole lot of Coin to grease palms, attain physical assets, or purchase the aid of Companion Characters/Cohorts for either auto-success in an SC or persistent bonsues/help for combat/SCs. [HR][/HR] That is what the capability of a PC entering Epic Tier looks like in terms of noncombat capability. Even though Hard DCs got progressively more difficult to accomplish, they weren't common, you're reliably hitting the Medium DC on a huge swath of obstacles inherent to your thematic archetypes, and you can marshal auto-success against a wide variety of obstacles (from Dailies, to Rituals, to using Coin for assets, hirelings, palm-greasing). [/QUOTE]
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