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<blockquote data-quote="Frostmarrow" data-source="post: 6095916" data-attributes="member: 1122"><p>We need to get rid of the skill check. Rolling 1d20 to determine if a skill attempt is successful is the wrong way to go. In combat making a to hit roll is a great idea. For skills it does not do us any good. But, please bear with me, there is something else that really does work that we are not using today... In combat we first roll to hit and then we roll damage. </p><p>-The <em>damage roll</em> would be great for skill checks.</p><p></p><p>Imagine that all skill checks automatically succeed but the extent of success is determined by a success roll (comparable to a damage roll). If we do this we get a result that stacks, pools, extends, and contends. Think about it.</p><p></p><p>My lock picking skill might be 1d6 and the lock I'm picking might have 20 lock points. The quarry I'm tracking might be 25 points away and my tracking skill might be 2d6. The spell I'm researching might be 100 points occult and my spell craft skill might be 1d10, and my apprentice adds another 1d4.</p><p></p><p>Now, to make this exciting all obstacles must pack a penalty for not being overcome. At the end of the player round, if a challenge has not been bested the challenge itself will penalize the skill user in some way. The exact penalty obviously depends on the nature of the challenge; the lock will waste a minute of my life, the quarry will hide an re-add 1d6 points of distance and my researched spell will inflict 1d6 points of fire damage.</p></blockquote><p></p>
[QUOTE="Frostmarrow, post: 6095916, member: 1122"] We need to get rid of the skill check. Rolling 1d20 to determine if a skill attempt is successful is the wrong way to go. In combat making a to hit roll is a great idea. For skills it does not do us any good. But, please bear with me, there is something else that really does work that we are not using today... In combat we first roll to hit and then we roll damage. -The [I]damage roll[/I] would be great for skill checks. Imagine that all skill checks automatically succeed but the extent of success is determined by a success roll (comparable to a damage roll). If we do this we get a result that stacks, pools, extends, and contends. Think about it. My lock picking skill might be 1d6 and the lock I'm picking might have 20 lock points. The quarry I'm tracking might be 25 points away and my tracking skill might be 2d6. The spell I'm researching might be 100 points occult and my spell craft skill might be 1d10, and my apprentice adds another 1d4. Now, to make this exciting all obstacles must pack a penalty for not being overcome. At the end of the player round, if a challenge has not been bested the challenge itself will penalize the skill user in some way. The exact penalty obviously depends on the nature of the challenge; the lock will waste a minute of my life, the quarry will hide an re-add 1d6 points of distance and my researched spell will inflict 1d6 points of fire damage. [/QUOTE]
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