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Stalker0's Alternate Core Skill Challenge System: FINAL VERSION 1.8!
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<blockquote data-quote="Hawke" data-source="post: 4298405" data-attributes="member: 61721"><p>The PDF looks nice - one sheet with the info I need as a DM to run it. Overall from a player standpoint they just need to learn what Guiding Light is / does and that they can use a healing surge. Once it gets to the Time of Trials you can give them more info, but just those two bits shouldn't require them to learn a million new things but jump into the challenge. </p><p></p><p>I'd suggest running extremely forgiving / easy challenges the first few for your players to give them an idea on how the system works and some of the things they can do with it before trying to destroy them. We always run 2-3 easier combat encounters in a very forgiving way that are setup to show major combat elements before we jump into the game. Considering you'll have maybe 1 skill challenge for every 10 encounters (random guess, will vary) it's almost that much more important they know how it's going to work so when you get to that do-or-die moment where it really matters it isn't the first time they're picking their guiding light and making a choice to use a surge or not. </p><p></p><p>Stalker0, thanks for the great info. IvanHo, thanks for the pdf.</p></blockquote><p></p>
[QUOTE="Hawke, post: 4298405, member: 61721"] The PDF looks nice - one sheet with the info I need as a DM to run it. Overall from a player standpoint they just need to learn what Guiding Light is / does and that they can use a healing surge. Once it gets to the Time of Trials you can give them more info, but just those two bits shouldn't require them to learn a million new things but jump into the challenge. I'd suggest running extremely forgiving / easy challenges the first few for your players to give them an idea on how the system works and some of the things they can do with it before trying to destroy them. We always run 2-3 easier combat encounters in a very forgiving way that are setup to show major combat elements before we jump into the game. Considering you'll have maybe 1 skill challenge for every 10 encounters (random guess, will vary) it's almost that much more important they know how it's going to work so when you get to that do-or-die moment where it really matters it isn't the first time they're picking their guiding light and making a choice to use a surge or not. Stalker0, thanks for the great info. IvanHo, thanks for the pdf. [/QUOTE]
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Stalker0's Alternate Core Skill Challenge System: FINAL VERSION 1.8!
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