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Stalker0's Alternate Core Skill Challenge System: FINAL VERSION 1.8!
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<blockquote data-quote="Stalker0" data-source="post: 4303275" data-attributes="member: 5889"><p>On Sunday I got to run the first playtest of my new system.</p><p></p><p>I was a player, and we ran through 2 challenges, a complexity 2 and a complexity 1. Both challenges were open-ended, so the players were allowed to choose their skills.</p><p></p><p>I won initiative on the first and showed the players how its done by opening up with a heroic surge. The players seemed to like that and so opened up with surges of their own. However, it came down to the time of trials, and the player used his heroic surge to gain a +3 and beat the challenge.</p><p></p><p>The second one was a complexity 1, and the party made it through with 3 successes and a failure.</p><p></p><p>One thing that was interesting is that the players naturally wanted the ability to delay their actions, after all being used to the initiative of combat. The Dm allowed it, and I think it should be part of the core system. Its intuitive, and that kind of player choice tends to help the system, not hurt it.</p><p></p><p>Second, my group HATED the name Guiding Light. What I thought was a cool, heroic sounding name they thought was completely corny. I guess that's why I do math equations and don't create names<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>However, I did note the once per round aid was a bit of a problem, but not in the way I originally thought. Most of the time, people wanted to aid, not because they wanted to be helpful, but because they were unsure of what to do. People weren't sure of what skills to pick, or how to apply their best skills to a combat, so they looked to aid as a way to "bail them out".</p><p></p><p>While no one said anything, I could tell there were a few cases of "why can't I aid as well?" written on the players faces. Further, it got a little confusing when a person chose to aid, and then later on a person trying to aid, not remembering someone else had done it. The DM had to remind them of it several times, and then the player would sit trying to think of something to do.</p><p></p><p>In general, the system did what I had intended it to do, but the AID problem still plagues me. As promised though, I would like to see more playtest results before I change anything, but I will continue to look for better solutions to what I consider the last remaining flaw in the system.</p></blockquote><p></p>
[QUOTE="Stalker0, post: 4303275, member: 5889"] On Sunday I got to run the first playtest of my new system. I was a player, and we ran through 2 challenges, a complexity 2 and a complexity 1. Both challenges were open-ended, so the players were allowed to choose their skills. I won initiative on the first and showed the players how its done by opening up with a heroic surge. The players seemed to like that and so opened up with surges of their own. However, it came down to the time of trials, and the player used his heroic surge to gain a +3 and beat the challenge. The second one was a complexity 1, and the party made it through with 3 successes and a failure. One thing that was interesting is that the players naturally wanted the ability to delay their actions, after all being used to the initiative of combat. The Dm allowed it, and I think it should be part of the core system. Its intuitive, and that kind of player choice tends to help the system, not hurt it. Second, my group HATED the name Guiding Light. What I thought was a cool, heroic sounding name they thought was completely corny. I guess that's why I do math equations and don't create names:) However, I did note the once per round aid was a bit of a problem, but not in the way I originally thought. Most of the time, people wanted to aid, not because they wanted to be helpful, but because they were unsure of what to do. People weren't sure of what skills to pick, or how to apply their best skills to a combat, so they looked to aid as a way to "bail them out". While no one said anything, I could tell there were a few cases of "why can't I aid as well?" written on the players faces. Further, it got a little confusing when a person chose to aid, and then later on a person trying to aid, not remembering someone else had done it. The DM had to remind them of it several times, and then the player would sit trying to think of something to do. In general, the system did what I had intended it to do, but the AID problem still plagues me. As promised though, I would like to see more playtest results before I change anything, but I will continue to look for better solutions to what I consider the last remaining flaw in the system. [/QUOTE]
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