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General Tabletop Discussion
*Pathfinder & Starfinder
Skill challenges: situation vs system
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<blockquote data-quote="Bleoberis De Ganis" data-source="post: 4774153" data-attributes="member: 77687"><p>I was hinking of doing something along the success track idea, but instead using a sort of tree type structure.</p><p> </p><p>Each Point in the tree has Success and Fail end points. If you earn a fail you move towards the left side of the tree (left branches) where the DCs and options become more difficult. A Success moves you towards the right side of the tree where the DCs and options become better.</p><p> </p><p>At the bottom of the tree, the end of the skill challenge, you either earn a fail or success. The further over the left, the worse the consequences of failure. The further over to the right the better consequences of success.</p><p> </p><p>Something like that. But I have to keep in mind that each point needs to be as general as possible to allow imagination and options. Make it too specific and it is basically railroading, too linear, imagination stunting and leaves the DM stuffed when it comes to having to improvise in sticky player actions.</p><p> </p><p>EDIT: Oh, and for the sake of improve allow side jumping along the same line. If it doesn't count as a success or failure and progress down the tree, allow a side step to either improve or worsen the trail the PCs are going down. This would count as negating a failure in the standard skill challenge.</p><p> </p><p>Might take some designing, however.</p><p> </p><p> </p><p> </p><p>EDIT 2: Just checked - far too many points to be possible. Must think of another degrees of success(failure) mechanic.</p></blockquote><p></p>
[QUOTE="Bleoberis De Ganis, post: 4774153, member: 77687"] I was hinking of doing something along the success track idea, but instead using a sort of tree type structure. Each Point in the tree has Success and Fail end points. If you earn a fail you move towards the left side of the tree (left branches) where the DCs and options become more difficult. A Success moves you towards the right side of the tree where the DCs and options become better. At the bottom of the tree, the end of the skill challenge, you either earn a fail or success. The further over the left, the worse the consequences of failure. The further over to the right the better consequences of success. Something like that. But I have to keep in mind that each point needs to be as general as possible to allow imagination and options. Make it too specific and it is basically railroading, too linear, imagination stunting and leaves the DM stuffed when it comes to having to improvise in sticky player actions. EDIT: Oh, and for the sake of improve allow side jumping along the same line. If it doesn't count as a success or failure and progress down the tree, allow a side step to either improve or worsen the trail the PCs are going down. This would count as negating a failure in the standard skill challenge. Might take some designing, however. EDIT 2: Just checked - far too many points to be possible. Must think of another degrees of success(failure) mechanic. [/QUOTE]
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