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<blockquote data-quote="Li Shenron" data-source="post: 6416685" data-attributes="member: 1465"><p>Bounded accuracy really sucks for this sort of things. It's meant only for combat, really.</p><p></p><p>What you want IIUC, is that a lower-skill character <em>has a chance</em> of beating the lower-skill character, but <em>the chance is small</em>.</p><p></p><p>If you use opposed skill checks, bounded accuracy makes the change too large -> not good.</p><p>If you just make the highest score win, there is no chance for the challenger -> not good.</p><p></p><p>Some possible solutions directions to explore:</p><p></p><p>1- <strong>skill challenges</strong>, i.e. multiple rolls, can make the chance as low or high as you want; IMO these work well or not depending on the <em>narrative</em> of the challenge i.e. if you can break down the challenge in smaller tasks or steps, and especially if the player can make some decision between each step (but then each challenge requires some work to be designed properly)</p><p></p><p>2- just give <strong>expertise</strong> (e.g. via a feat) to the character which is supposed to be a master in that skill; this is simple, but achieves a flat bonus so you don't have "full control" over how high or low the chance will be</p><p></p><p>3- as an even simpler option, set a <strong>base DC = passive score </strong>of the high-skilled character, and have the low-skilled character roll against that: if it fails, no need for the high-skilled to even roll; if it succeeds, the high-skilled also rolls and has to be beat the low-skilled's result (this is equivalent to allow the high-skilled character to "Take 10", but IMHO there's a slightly better "drama feel")</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 6416685, member: 1465"] Bounded accuracy really sucks for this sort of things. It's meant only for combat, really. What you want IIUC, is that a lower-skill character [I]has a chance[/I] of beating the lower-skill character, but [I]the chance is small[/I]. If you use opposed skill checks, bounded accuracy makes the change too large -> not good. If you just make the highest score win, there is no chance for the challenger -> not good. Some possible solutions directions to explore: 1- [B]skill challenges[/B], i.e. multiple rolls, can make the chance as low or high as you want; IMO these work well or not depending on the [I]narrative[/I] of the challenge i.e. if you can break down the challenge in smaller tasks or steps, and especially if the player can make some decision between each step (but then each challenge requires some work to be designed properly) 2- just give [B]expertise[/B] (e.g. via a feat) to the character which is supposed to be a master in that skill; this is simple, but achieves a flat bonus so you don't have "full control" over how high or low the chance will be 3- as an even simpler option, set a [B]base DC = passive score [/B]of the high-skilled character, and have the low-skilled character roll against that: if it fails, no need for the high-skilled to even roll; if it succeeds, the high-skilled also rolls and has to be beat the low-skilled's result (this is equivalent to allow the high-skilled character to "Take 10", but IMHO there's a slightly better "drama feel") [/QUOTE]
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