Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Stalker0's Obsidian Skill Challenge System (NEW VERSION: 1.2!!!)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Ismaul" data-source="post: 4649343" data-attributes="member: 22035"><p>This is why I didn't directly adopt the Obsidian system for my game, instead experimenting a bit with my own ideas. Obsidian (and WotC's system) lacks an important component of challenges: Active Opposition. In combat, you got dudes that try to hamper you actions and win the combat for themselves. This makes combat dynamic.</p><p></p><p>If you're in a diplomatic challenge and all that's happening is the players searching for arguments to throw at someone, the whole thing feels very one-sided. The challenge becomes detached from the opposition, from the NPCs you're trying to deal with. The opposition is reduced to nothing more than a DC. Passive. It might be passable for challenges involving PCs vs. environment, but with PCs vs. NPCs the flaw becomes apparent.</p><p></p><p>I'm not sure how to restore that dynamism in challenges without complicating the system, aside from lively description of course. I'd like my NPCs to counter the efforts of the PCs, and not only when the PCs fail their checks. Maybe make the opposition as a whole (the challenge itself) have one obstacle per round they can throw at the PCs to spice up the challenge.</p><p></p><p></p><p>In addition, there's another important element challenges miss out on: what distinguishes an NPC/challenge from another. In combat, aside from Attack bonus and damage (which is as bland and generic as the challenge DC), you got some special abilities that define the monsters you're facing. Kobolds are shifty, hobgoblins are orderly. This gives the enemy personality.</p><p></p><p>You never get that sense of identity from an NPC involved in a challenge, at least not mechanically. There is no difference in the 'game' aspect between two diplomatic challenges of the same level with two different NPCs, except for how both are roleplayed.</p><p></p><p></p><p>I believe we need mechanical distinctions between challenges as much as we need differences in roleplaying: they complement each other and make the experience fresh. It would make sense to combine both the 'dynamism' and 'identity' aspects. The best thing would be to give "powers" to challenges that reflects what make them unique, racial power style, usable once per segment. We could even have 2 types of powers, for NPCs or the environment, emulating the monster - trap distinction.</p><p></p><p>An example off the top of my head:</p><p>"Shifty" NPC: This guy is really good at evading questions and accusations that are thrown at him. Once per segment, he can make an opposed skill check against any successful PC check with a +2 bonus. If the NPC 'hits', this PC's success(es) don't count towards the victory of the challenge.</p><p></p><p>A system like that would require designing a bunch of Challenge Powers that the DM can choose and assign to the specific challenge he's running, but I can smell the benefits from here. Plus, they'd be modular. Like 'em, use 'em. They'd fit on top of both WotC's system and Obsidian.</p><p></p><p></p><p></p><p></p><p>That's really an apropriate distinction. Both expected and creative uses of skills are things we want to reward. I think in some way Obsidian's system takes that into account. Expected uses get an automatic +2 (in other words they're primary skills), and creative uses get a DM-approved +2.</p><p></p><p>The only weakness is how you go about rewarding a nicely roleplayed expected use of a skill. Do you give it a +4, and can the system handle it? Or should we distinguish the advantage to be had by using an expected skill use vs a creative one, as right now they both give the same mechanical benefit?</p><p></p><p></p><p></p><p>Aside from that, I couldn't help but notice the 2 Segment rules. They could be better, simpler. Right now, we got to refer to the chart, then substract successes needed for partial and total victory, with some wierd results.</p><p></p><p>For example, for 5 players in a standard challenge, Victory=8+ successes and Partial=6-7. With a 2 Segment challenge, suddenly the conditions become V=6+ (substract 2), and P=5-6 (substract 1). We got a problematic overlap there.</p><p></p><p>Instead, what about this: "In a 2 segment challenge, treat the victory conditions as if there was 1 less player." No calculations needed, no overlap, just refer to the chart.</p></blockquote><p></p>
[QUOTE="Ismaul, post: 4649343, member: 22035"] This is why I didn't directly adopt the Obsidian system for my game, instead experimenting a bit with my own ideas. Obsidian (and WotC's system) lacks an important component of challenges: Active Opposition. In combat, you got dudes that try to hamper you actions and win the combat for themselves. This makes combat dynamic. If you're in a diplomatic challenge and all that's happening is the players searching for arguments to throw at someone, the whole thing feels very one-sided. The challenge becomes detached from the opposition, from the NPCs you're trying to deal with. The opposition is reduced to nothing more than a DC. Passive. It might be passable for challenges involving PCs vs. environment, but with PCs vs. NPCs the flaw becomes apparent. I'm not sure how to restore that dynamism in challenges without complicating the system, aside from lively description of course. I'd like my NPCs to counter the efforts of the PCs, and not only when the PCs fail their checks. Maybe make the opposition as a whole (the challenge itself) have one obstacle per round they can throw at the PCs to spice up the challenge. In addition, there's another important element challenges miss out on: what distinguishes an NPC/challenge from another. In combat, aside from Attack bonus and damage (which is as bland and generic as the challenge DC), you got some special abilities that define the monsters you're facing. Kobolds are shifty, hobgoblins are orderly. This gives the enemy personality. You never get that sense of identity from an NPC involved in a challenge, at least not mechanically. There is no difference in the 'game' aspect between two diplomatic challenges of the same level with two different NPCs, except for how both are roleplayed. I believe we need mechanical distinctions between challenges as much as we need differences in roleplaying: they complement each other and make the experience fresh. It would make sense to combine both the 'dynamism' and 'identity' aspects. The best thing would be to give "powers" to challenges that reflects what make them unique, racial power style, usable once per segment. We could even have 2 types of powers, for NPCs or the environment, emulating the monster - trap distinction. An example off the top of my head: "Shifty" NPC: This guy is really good at evading questions and accusations that are thrown at him. Once per segment, he can make an opposed skill check against any successful PC check with a +2 bonus. If the NPC 'hits', this PC's success(es) don't count towards the victory of the challenge. A system like that would require designing a bunch of Challenge Powers that the DM can choose and assign to the specific challenge he's running, but I can smell the benefits from here. Plus, they'd be modular. Like 'em, use 'em. They'd fit on top of both WotC's system and Obsidian. That's really an apropriate distinction. Both expected and creative uses of skills are things we want to reward. I think in some way Obsidian's system takes that into account. Expected uses get an automatic +2 (in other words they're primary skills), and creative uses get a DM-approved +2. The only weakness is how you go about rewarding a nicely roleplayed expected use of a skill. Do you give it a +4, and can the system handle it? Or should we distinguish the advantage to be had by using an expected skill use vs a creative one, as right now they both give the same mechanical benefit? Aside from that, I couldn't help but notice the 2 Segment rules. They could be better, simpler. Right now, we got to refer to the chart, then substract successes needed for partial and total victory, with some wierd results. For example, for 5 players in a standard challenge, Victory=8+ successes and Partial=6-7. With a 2 Segment challenge, suddenly the conditions become V=6+ (substract 2), and P=5-6 (substract 1). We got a problematic overlap there. Instead, what about this: "In a 2 segment challenge, treat the victory conditions as if there was 1 less player." No calculations needed, no overlap, just refer to the chart. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Stalker0's Obsidian Skill Challenge System (NEW VERSION: 1.2!!!)
Top