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Skill Challenges: Bringing the Awesome
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<blockquote data-quote="Cadfan" data-source="post: 4165898" data-attributes="member: 40961"><p>I'm going to adapt the skill challenge system to function for combat in certain situations, with combat scenes taking the place of skill challenges in an overall "you need X successes without Y failures" context.</p><p></p><p>It should provide an excellent way of resolving issues like a war between two armies. If the PCs successfully resolve, say, four battlefield problems before they fail at 2, their army wins the fight. If not, their army is routed. This should provide the sense of immersion that players need ("do we take out the siege weaponry before it can break down the wall? Or should we go after the wizard that's demolishing our front ranks?"), while providing me with a context that lets me keep things manageable, and still making the outcome dependent on the player's actions. And dependent on how they resolve the conflicts, and which ones they resolve, I can use the results to generate an explanation of the situation after the fight. If they took out the siege, for example, but didn't get to the wizard, then the wizard is still alive, and they've lost a lot of manpower, but they've retained the battlements.</p><p></p><p>Its actually better, I think, than the old flowchart options I was using from Heroes of Battle.</p></blockquote><p></p>
[QUOTE="Cadfan, post: 4165898, member: 40961"] I'm going to adapt the skill challenge system to function for combat in certain situations, with combat scenes taking the place of skill challenges in an overall "you need X successes without Y failures" context. It should provide an excellent way of resolving issues like a war between two armies. If the PCs successfully resolve, say, four battlefield problems before they fail at 2, their army wins the fight. If not, their army is routed. This should provide the sense of immersion that players need ("do we take out the siege weaponry before it can break down the wall? Or should we go after the wizard that's demolishing our front ranks?"), while providing me with a context that lets me keep things manageable, and still making the outcome dependent on the player's actions. And dependent on how they resolve the conflicts, and which ones they resolve, I can use the results to generate an explanation of the situation after the fight. If they took out the siege, for example, but didn't get to the wizard, then the wizard is still alive, and they've lost a lot of manpower, but they've retained the battlements. Its actually better, I think, than the old flowchart options I was using from Heroes of Battle. [/QUOTE]
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