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General Tabletop Discussion
*Pathfinder & Starfinder
Skill Challenges: Bringing the Awesome
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<blockquote data-quote="Lacyon" data-source="post: 4168076" data-attributes="member: 63046"><p>Having not seen the full rules, there may be better guidelines than what I've come up with based solely on what I've seen so far. That said, strictly binary isn't necessary if you use what we know of the system as a baseline. You just need to know that there's at least one point at which you can clearly consider the challenge successful and at least one point at which you can clearly consider the challenge failed.</p><p></p><p></p><p></p><p>This is where you either need more tools than we've seen, or you need to get creative with the tools we have seen. Nothing so far has said that Y failures means the entire party is captured, though I would imagine X successes does need to mean that the entire party is free.</p><p></p><p>Likewise, nothing says that a failed check <em>has</em> to mean that the city guard itself has gotten closer to you. Perhaps it instead means that you've encountered a ravenous halfling in what you thought was an empty alleyway.</p><p></p><p></p><p></p><p>It doesn't need to be all that clear-cut. If the party reaches X-1 needed successes before finally succumbing to Y failures, the final result needs to be based on how you've described intermediate successes and failures to this point. Likewise, nothing prevents you from having negative after-effects when the party reaches Y-1 failures before ultimately gathering the needed X successes.</p><p></p><p>While overall success and failure (in this case, the party escapes vs. at least one member does not escape) need to be adhered to for the system to be functional, the fine details of exactly what that means don't seem to be defined.</p></blockquote><p></p>
[QUOTE="Lacyon, post: 4168076, member: 63046"] Having not seen the full rules, there may be better guidelines than what I've come up with based solely on what I've seen so far. That said, strictly binary isn't necessary if you use what we know of the system as a baseline. You just need to know that there's at least one point at which you can clearly consider the challenge successful and at least one point at which you can clearly consider the challenge failed. This is where you either need more tools than we've seen, or you need to get creative with the tools we have seen. Nothing so far has said that Y failures means the entire party is captured, though I would imagine X successes does need to mean that the entire party is free. Likewise, nothing says that a failed check [I]has[/I] to mean that the city guard itself has gotten closer to you. Perhaps it instead means that you've encountered a ravenous halfling in what you thought was an empty alleyway. It doesn't need to be all that clear-cut. If the party reaches X-1 needed successes before finally succumbing to Y failures, the final result needs to be based on how you've described intermediate successes and failures to this point. Likewise, nothing prevents you from having negative after-effects when the party reaches Y-1 failures before ultimately gathering the needed X successes. While overall success and failure (in this case, the party escapes vs. at least one member does not escape) need to be adhered to for the system to be functional, the fine details of exactly what that means don't seem to be defined. [/QUOTE]
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