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Stalker0's Alternate Core Skill Challenge System: FINAL VERSION 1.8!
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<blockquote data-quote="bardolph" data-source="post: 4319628" data-attributes="member: 2304"><p>Thanks for the terrific system, Stalker0. I appreciate all of the hard work you put into it.</p><p></p><p>One of my reservations with this system is that it gets a little "crunchy" for my taste. I'd like to be able to use this system, but without the resource management aspect. </p><p></p><p>Here are some tweaks I'm considering when using this system in my game.</p><p></p><p>Guiding Light: I'm not so wild about integrating a "role" into the mechanics of a skill challenge. I'd be satisfied with allowing a simple Aid Another roll at DC 10/15/20 (based on tier), but making this bonus non-stackable. Multiple players can aid, but because the bonus is non-stackable, they might have to aid different players.</p><p></p><p>Critical Success: Rather than banking this success against future failures, could this count as an extra success, without skewing the numbers too much?</p><p></p><p>Heroic Surge: Do your difficulty DCs assume that the players are spending Heroic surges throughout the skill challenge? Would eliminating the Heroic Surge throw off all the numbers?</p><p></p><p>Time of Trials and Bold Recovery: I do like the idea of "rescuing" a skill challenge from failure, but I'd like to avoid having distinct "phases" in a skill challenge. What I'm think of is this: once per encounter, each player has the ability to reroll another player's failure, using a Hard DC and an allowed skill. Success = erase the failure. Failure = add one more failure.</p><p></p><p>Daring Skills: I like the idea of certain skills being riskier than others. If I'm not using Heroic Surges, perhaps a "Daring" skill also carries with it a +2/-2 adjustment to the next skill check, depending on success or failure of the roll?</p></blockquote><p></p>
[QUOTE="bardolph, post: 4319628, member: 2304"] Thanks for the terrific system, Stalker0. I appreciate all of the hard work you put into it. One of my reservations with this system is that it gets a little "crunchy" for my taste. I'd like to be able to use this system, but without the resource management aspect. Here are some tweaks I'm considering when using this system in my game. Guiding Light: I'm not so wild about integrating a "role" into the mechanics of a skill challenge. I'd be satisfied with allowing a simple Aid Another roll at DC 10/15/20 (based on tier), but making this bonus non-stackable. Multiple players can aid, but because the bonus is non-stackable, they might have to aid different players. Critical Success: Rather than banking this success against future failures, could this count as an extra success, without skewing the numbers too much? Heroic Surge: Do your difficulty DCs assume that the players are spending Heroic surges throughout the skill challenge? Would eliminating the Heroic Surge throw off all the numbers? Time of Trials and Bold Recovery: I do like the idea of "rescuing" a skill challenge from failure, but I'd like to avoid having distinct "phases" in a skill challenge. What I'm think of is this: once per encounter, each player has the ability to reroll another player's failure, using a Hard DC and an allowed skill. Success = erase the failure. Failure = add one more failure. Daring Skills: I like the idea of certain skills being riskier than others. If I'm not using Heroic Surges, perhaps a "Daring" skill also carries with it a +2/-2 adjustment to the next skill check, depending on success or failure of the roll? [/QUOTE]
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Stalker0's Alternate Core Skill Challenge System: FINAL VERSION 1.8!
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