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Skill Challenges: bad odds
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<blockquote data-quote="Shadewyn" data-source="post: 4425149" data-attributes="member: 6340"><p>Not even close.</p><p></p><p>This is where theorycraft fails in play.</p><p></p><p>As soon as you allow in "aids another", Utility powers for rerolls and +skill improvements, recommened +2 situational mods the players pretty much CRUSH all skill challenges as written.</p><p></p><p>Assumptions of players as individuals without any gaming context is the math you presented.</p><p></p><p>The reality is that players will be together as a team and that coordinated groups find the skill challenges (H1, H2, supplements from Dragon / Dungeon etc ... ) pretty much auto win cakewalks.</p><p></p><p>They are still a useful GM tool to provide flavor and an opportunity for RP development outside combat. Challenge though is not the word I would use for them. The most "dangerous" one so far as written into H2 near the end would barely hurt the parties power even on failure.</p><p></p><p>I still love to use them though as written as the party scrambles togthere to help each other out which just emphasises the team aspect of the game and that makes for a better long term game group in my mind.</p></blockquote><p></p>
[QUOTE="Shadewyn, post: 4425149, member: 6340"] Not even close. This is where theorycraft fails in play. As soon as you allow in "aids another", Utility powers for rerolls and +skill improvements, recommened +2 situational mods the players pretty much CRUSH all skill challenges as written. Assumptions of players as individuals without any gaming context is the math you presented. The reality is that players will be together as a team and that coordinated groups find the skill challenges (H1, H2, supplements from Dragon / Dungeon etc ... ) pretty much auto win cakewalks. They are still a useful GM tool to provide flavor and an opportunity for RP development outside combat. Challenge though is not the word I would use for them. The most "dangerous" one so far as written into H2 near the end would barely hurt the parties power even on failure. I still love to use them though as written as the party scrambles togthere to help each other out which just emphasises the team aspect of the game and that makes for a better long term game group in my mind. [/QUOTE]
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Skill Challenges: bad odds
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