Roger
First Post
thc1967 said:The thing is, they're calling 8/4 "harder" than 4/2.
Where? They don't do this in the Skill Challenges Excerpt, and I can't find anywhere else they may have discussed it.
Cheers,
Roger
thc1967 said:The thing is, they're calling 8/4 "harder" than 4/2.
salsb said:This is not true.
salsb said:Requring more successes even while keeping the ratio of successes to failures the same, does make it more difficulty in that a lucky roles are less likely to succeed (since you need more of them). If you have a simple check, and you need a 10 to succeed, the odds are 55%, while for the 8/4 check you only have a 19% chance. That makes it harder for lesser skilled characters to succeed at more complex tasks. Which strikes me as harder.
Lacyon said:...
It is therefore impossible to tell without knowing a party's skill bonuses whether making a given challenge more complex will make the challenge easier or harder for them.
Kraydak said:With one sorta-exception. A single skill check is effectively a 1/1 and is always easier than a 2/1.
Kraydak said:The additions of variable DCs (easy checks unlocked by moderate ones) and auto-fails makes low complexity skill challenges even wonkier. A 2/1 with an unlockable easy check plays very differently if the players start with the unlocking skill than if they don't. A 2/1 with an auto-fail... doesn't let you recover from mistakes.
Kraydak said:If the formula includes both unlockables with easy DCs and auto-fails as default, then at low complexities, running into an auto-fail is catastrophic: if you identify a skill that *can* succeed, chain it, even if the odds aren't great. At high complexities, if your success rate is marginal (near/just below 2/3), you need to hunt for an unlockable or two. Just pray you don't run into the auto-fail.