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Stalker0's Obsidian Skill Challenge System (NEW VERSION: 1.2!!!)
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<blockquote data-quote="AbdulAlhazred" data-source="post: 6049662" data-attributes="member: 82106"><p>I think the original PDF had some examples. Other than that I haven't really seen any and I'm not sure I kept real good notes on any of the challenges I did use it with (it was only a fraction of all of them).</p><p></p><p>The order of action thing I just solved in the old-fashioned way, everyone announced their actions after they all decided them, then they rolled in any order. </p><p></p><p>As for things happening between rounds, yes. In general I would say every SC should have a plot and thus having a beginning middle and end that are at some level scenes of their own is good. Of course they're going to be fairly minimal scenes and not a lot may happen between rounds, but it is POSSIBLE to have rounds happen with quite a bit of time/space/plot between them. I might do that if I wanted a fast paced sequence with a few key choices. That way it all runs quick and intense but all hangs together.</p><p></p><p>I would go by the math Stalker0 used. He was looking for a specific chance of success and I'm pretty sure he provided the math for that. You would just want to tweak in theory by the average difference in total bonuses between the two games. I'm not familiar enough with SWSE to know exactly what that number would be.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 6049662, member: 82106"] I think the original PDF had some examples. Other than that I haven't really seen any and I'm not sure I kept real good notes on any of the challenges I did use it with (it was only a fraction of all of them). The order of action thing I just solved in the old-fashioned way, everyone announced their actions after they all decided them, then they rolled in any order. As for things happening between rounds, yes. In general I would say every SC should have a plot and thus having a beginning middle and end that are at some level scenes of their own is good. Of course they're going to be fairly minimal scenes and not a lot may happen between rounds, but it is POSSIBLE to have rounds happen with quite a bit of time/space/plot between them. I might do that if I wanted a fast paced sequence with a few key choices. That way it all runs quick and intense but all hangs together. I would go by the math Stalker0 used. He was looking for a specific chance of success and I'm pretty sure he provided the math for that. You would just want to tweak in theory by the average difference in total bonuses between the two games. I'm not familiar enough with SWSE to know exactly what that number would be. [/QUOTE]
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