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Skill challenges: situation vs system
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<blockquote data-quote="Nameless1" data-source="post: 4775080" data-attributes="member: 83379"><p>I read the same article. The thing that I didn't like was the addition of a HP mechanic. It complicates the whole thing for no real gain.</p><p></p><p>I have been thinking about this for a while, and my best idea up to this point is that each obstacle in the challenge could be given a certain nimber of successes to complete, the default being one success. Disable a lock? One success. Sneak into the courtyard past the guards? Three successes. Make the Visier seem like a jackass in front of the princess? Two successes. If a monster is an obstacle in the challenge, it takes one to three (or maybe more) successes that make sense (attacks, maybe skill checks, maybe attribute checks) to overcome or kill it. This makes any challenge a series of mini challenges, without a set order that you would need to do them in. </p><p></p><p>I use the Obsidian Challenge rules to encourage every player to participate, even if they are not well suited to it. For a short synopsis on Obsidian, you count successes but not failures, and the characters have a set number of rounds (default is 3) to complete the chalenge before it is over. In my working hack of this, I have decided that instead of a set number of rounds, I will add in a different mechanic for determining when the challenge ends. Either a timer track, where a saving throw type 50-50 chance adds failures until the critical number are failed, or in a combat type challenge, just use the same 50-50 save mechanic at the end of each round to determine if healing surges are lost. This creates a variable timer instead of the static timer of Obsidian, and you can add in objective consequences as time goes on.</p><p></p><p>The Skill Challenge rules were probably one of the things I most anticipated with 4e, and the only way that I have been able to enjoy them is when I started using the Obsidian Challenge rules by Stalker0. His rules are great for most situations, and I am currently trying to adapt them a little for a little more granularity in success/failure as well as mod them to include combat that is more narrative focussed, and ignores a lot of the regular combat minutia. The 4e combat rules are fantastic, but there are times that I want a more narrative way or resolving conflict. Skill challenges could fulfill that. I just need to work out the kinks.</p></blockquote><p></p>
[QUOTE="Nameless1, post: 4775080, member: 83379"] I read the same article. The thing that I didn't like was the addition of a HP mechanic. It complicates the whole thing for no real gain. I have been thinking about this for a while, and my best idea up to this point is that each obstacle in the challenge could be given a certain nimber of successes to complete, the default being one success. Disable a lock? One success. Sneak into the courtyard past the guards? Three successes. Make the Visier seem like a jackass in front of the princess? Two successes. If a monster is an obstacle in the challenge, it takes one to three (or maybe more) successes that make sense (attacks, maybe skill checks, maybe attribute checks) to overcome or kill it. This makes any challenge a series of mini challenges, without a set order that you would need to do them in. I use the Obsidian Challenge rules to encourage every player to participate, even if they are not well suited to it. For a short synopsis on Obsidian, you count successes but not failures, and the characters have a set number of rounds (default is 3) to complete the chalenge before it is over. In my working hack of this, I have decided that instead of a set number of rounds, I will add in a different mechanic for determining when the challenge ends. Either a timer track, where a saving throw type 50-50 chance adds failures until the critical number are failed, or in a combat type challenge, just use the same 50-50 save mechanic at the end of each round to determine if healing surges are lost. This creates a variable timer instead of the static timer of Obsidian, and you can add in objective consequences as time goes on. The Skill Challenge rules were probably one of the things I most anticipated with 4e, and the only way that I have been able to enjoy them is when I started using the Obsidian Challenge rules by Stalker0. His rules are great for most situations, and I am currently trying to adapt them a little for a little more granularity in success/failure as well as mod them to include combat that is more narrative focussed, and ignores a lot of the regular combat minutia. The 4e combat rules are fantastic, but there are times that I want a more narrative way or resolving conflict. Skill challenges could fulfill that. I just need to work out the kinks. [/QUOTE]
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