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Stalker0's Obsidian Skill Challenge System (NEW VERSION: 1.2!!!)
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<blockquote data-quote="Starfox" data-source="post: 4628251" data-attributes="member: 2303"><p>Here are my skill challenge experiences so far. I'm posting in this thread because the system I use resembles obsidian 1.2, but I'm not using it straight off. </p><p></p><p></p><p><strong>This is what I use </strong></p><p></p><p>I use the table on p 42, average difficulty with no modifiers to set the DC. Then I require two successes per point of complexity over three rounds. I usually have set events at the end of each of the three rounds, like a trap attacking or a subject change in a social event. Since the DC does not advance at every level, I try to add complexities to those levels that do not see a DC increase. Also, if there are severe complications, I can increase the level without decreasing the DC.</p><p></p><p>I have a list of 3-5 primary skills for the challenge. This can sometimes include attack rolls, which are then generally less effective because they tend to have a lower bonus. Primary skills can always be used, and when the player describes his stunt, I try to steer the resolution towards these skills. Players can use other skills if they come up with creative stunts, but I generally only let such improvisation be used once by one player with a particular skill. I do not tell the players outright which skills are primary, encouraging the players to come up with stunts instead of merely calling out which skill to use. </p><p></p><p>If a player comes up with a particularly creative stunt, or if there are circumstances that aid their effort, I give these out as extra successes riding on the skill roll. For example, telling the goblin leader his rival is dead is worth one extra success on either Diplomacy or Intimidate, awarded with the first successful roll. My players don't react favorably to when I give out stunt modifiers. I don't know why exactly, but this system has a similar effect without using modifiers.</p><p></p><p>Action points can be spent to get extra skill checks. Powers and/or ritual effects can give skill bonuses, add possible extra successes, but typically only allow the use of a skill not normally useful for the challenge. A typical example is Mage Hand, that can often allow Arcana to be used in place of intrusion skills.</p><p></p><p></p><p><strong>How this plays out</strong></p><p>This is a lvl 3 skill challenge (DC 17) with Acrobatics, Athletics, and Thievery as the primary skills.</p><p></p><p>DM: You come to a crevice. There is a rope bridge across, but it is broken in several places. It looks hard but not impossible to cross.</p><p>Ranger: I'm a practical sort, I'll see if I can improvise some repairs. (This is what the Thievery skill was included for, but the Ranger lacks that skill and the Dm knows it).</p><p>DM: Well, you can improvise repairs using local branches. Try a Nature check? (Proceed to roll dice).</p><p>Rogue: I will tightrope walk across the chasm, carrying a string along. We can then use the rope to cross.</p><p>DM: Try an Acrobatics check (this is the intended use of the skill for the challenge, so no more fuss. The player fails) You get halfway across, but there you lose your balance and have to rush back. Nice try!</p><p>Wizard: Lets see, I wonder if I can use my Mage Hand to telekinetically steady the rogue?</p><p>DM: Well... It’s a little heavier than a Mage Hand normally can do, but let’s see... A small push might save the day. Try an Arcana roll to get it right.</p><p></p><p>...</p><p>Play proceeds to the second round</p><p></p><p>Ranger: I want to continue making repairs. How far along am I? </p><p>DM: Well, you are running out of branches to use, and the repairs are not going that well... You might want to try something else...</p><p>Ranger: I'll shoot an arrow with a looped string on it into a tree on the other side, then use the string loop to pull a rope across.</p><p>DM: (Notes that this once again sounds like Thievery, but knows the Ranger still lacks it) Try an attack roll... (The player makes it) Well, the string is there, but very precariously... If someone pulls very carefully, it might just work.</p><p>Rogue: Hm... How would you do that?</p><p>DM: Well, it takes deft fingers, maybe a Thievery check?</p><p>Rogue: I'll try a Thievery check!</p><p></p><p>And so it goes on...</p><p></p><p></p><p><strong>An Idea I just had...</strong></p><p>I saw this someplace... might not even have been for DnD. If a player takes up the thread of another's earlier attempt, give the player following up on the idea a +2 bonus. That would apply to the Rouge at the end of the example above. The idea is to encourage teamwork and collaborative effort.</p><p></p><p></p><p><strong>Problems</strong></p><p></p><p>A problem I've had with this is that some players don't want to participate in certain skill challenges. For example, we have a rogue who is a little afraid of magic, anytime there is a magical skill challenge she hangs back and often passes on her action. In the 1.2 system with a limit on the number of rounds, her non-participation stymies the group. This is a flaw more in the system than with how she is played. I prefer the round-based system, but this is a problem when I use that. In a failure-limited system, non-participation is not a problem and can even be an asset. </p><p></p><p>As I said above, my players don't like it when I give out stunt modifiers. I don't know why exactly. I think they prefer a more impersonal DM-style, while I like to give a bonus for vivid descriptions, often going so far as to waive the roll completely. This is more so with the more power-gamer-ish players; it might be a matter of predictability and that they want their character builds to be the deciding factor. This is odd, since they can often come up with really nice descriptions.</p></blockquote><p></p>
[QUOTE="Starfox, post: 4628251, member: 2303"] Here are my skill challenge experiences so far. I'm posting in this thread because the system I use resembles obsidian 1.2, but I'm not using it straight off. [b]This is what I use [/b] I use the table on p 42, average difficulty with no modifiers to set the DC. Then I require two successes per point of complexity over three rounds. I usually have set events at the end of each of the three rounds, like a trap attacking or a subject change in a social event. Since the DC does not advance at every level, I try to add complexities to those levels that do not see a DC increase. Also, if there are severe complications, I can increase the level without decreasing the DC. I have a list of 3-5 primary skills for the challenge. This can sometimes include attack rolls, which are then generally less effective because they tend to have a lower bonus. Primary skills can always be used, and when the player describes his stunt, I try to steer the resolution towards these skills. Players can use other skills if they come up with creative stunts, but I generally only let such improvisation be used once by one player with a particular skill. I do not tell the players outright which skills are primary, encouraging the players to come up with stunts instead of merely calling out which skill to use. If a player comes up with a particularly creative stunt, or if there are circumstances that aid their effort, I give these out as extra successes riding on the skill roll. For example, telling the goblin leader his rival is dead is worth one extra success on either Diplomacy or Intimidate, awarded with the first successful roll. My players don't react favorably to when I give out stunt modifiers. I don't know why exactly, but this system has a similar effect without using modifiers. Action points can be spent to get extra skill checks. Powers and/or ritual effects can give skill bonuses, add possible extra successes, but typically only allow the use of a skill not normally useful for the challenge. A typical example is Mage Hand, that can often allow Arcana to be used in place of intrusion skills. [b]How this plays out[/b] This is a lvl 3 skill challenge (DC 17) with Acrobatics, Athletics, and Thievery as the primary skills. DM: You come to a crevice. There is a rope bridge across, but it is broken in several places. It looks hard but not impossible to cross. Ranger: I'm a practical sort, I'll see if I can improvise some repairs. (This is what the Thievery skill was included for, but the Ranger lacks that skill and the Dm knows it). DM: Well, you can improvise repairs using local branches. Try a Nature check? (Proceed to roll dice). Rogue: I will tightrope walk across the chasm, carrying a string along. We can then use the rope to cross. DM: Try an Acrobatics check (this is the intended use of the skill for the challenge, so no more fuss. The player fails) You get halfway across, but there you lose your balance and have to rush back. Nice try! Wizard: Lets see, I wonder if I can use my Mage Hand to telekinetically steady the rogue? DM: Well... It’s a little heavier than a Mage Hand normally can do, but let’s see... A small push might save the day. Try an Arcana roll to get it right. ... Play proceeds to the second round Ranger: I want to continue making repairs. How far along am I? DM: Well, you are running out of branches to use, and the repairs are not going that well... You might want to try something else... Ranger: I'll shoot an arrow with a looped string on it into a tree on the other side, then use the string loop to pull a rope across. DM: (Notes that this once again sounds like Thievery, but knows the Ranger still lacks it) Try an attack roll... (The player makes it) Well, the string is there, but very precariously... If someone pulls very carefully, it might just work. Rogue: Hm... How would you do that? DM: Well, it takes deft fingers, maybe a Thievery check? Rogue: I'll try a Thievery check! And so it goes on... [b]An Idea I just had...[/b] I saw this someplace... might not even have been for DnD. If a player takes up the thread of another's earlier attempt, give the player following up on the idea a +2 bonus. That would apply to the Rouge at the end of the example above. The idea is to encourage teamwork and collaborative effort. [b]Problems[/b] A problem I've had with this is that some players don't want to participate in certain skill challenges. For example, we have a rogue who is a little afraid of magic, anytime there is a magical skill challenge she hangs back and often passes on her action. In the 1.2 system with a limit on the number of rounds, her non-participation stymies the group. This is a flaw more in the system than with how she is played. I prefer the round-based system, but this is a problem when I use that. In a failure-limited system, non-participation is not a problem and can even be an asset. As I said above, my players don't like it when I give out stunt modifiers. I don't know why exactly. I think they prefer a more impersonal DM-style, while I like to give a bonus for vivid descriptions, often going so far as to waive the roll completely. This is more so with the more power-gamer-ish players; it might be a matter of predictability and that they want their character builds to be the deciding factor. This is odd, since they can often come up with really nice descriptions. [/QUOTE]
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