Stormhound
Explorer
I've used OpenOffice to create a very rough PDF version of this system, but unfortunately it seems I can't send the file to Stalker0, and I haven't anywhere to put it up myself. Stalker0, if you'll get in touch...
Magus Coeruleus said:I feel like a jerk for askingbut would more/fewer rounds than 3 work fine with a different set of DCs and thresholds? If so, you could always slave away at more simulations and then present among super-advanced options supplementary tables for people who are looking for more/fewer rounds/checks to engage the challenge.
dragon_eater said:With your example large challenge (Escape from Jail), how much does succeeding or failing at the first section effect the success rate for the third section?
Also If success is worth experience equal to a complexity 5 skill challenge, how would you recommend giving experience for partial success?
Question: Is it your intent within this system that the normal Aid Another action can be taken? When the enemy is time and not failures it seems like frivolous or cowardly Aid Another would be discouraged but if a party really thinks that it's the better strategy for them, it seems fine with me as long as they realize that's giving up a chance for a success.
ThatDamnNinja said:Long story short, I couldn't sleep, so I started converting the WotC 4e FAQ's into .pdf's for myself and figured why not give it a shot for Stalker's Obsidian Skill Challenge System. Four hours later, here you go:
Regarding Aid Another: no reason to ban it now. The benefit of granting +2 to someone else's roll is so small that players are usually better off rolling on their own.
I assume that if I allowed a "lead character," I would also need to increase required number of successes by two.
I see this question of yours got missed. Maybe just give a fraction of the XP for partial victory = to the fraction of successes they had relative to the threshold for full success? So for instance a group of 5 needs 8+ for success, with 6 or 7 as partial success. So 75% of XP for 6 successes and 87.5% for 7 successes.dragon_eater said:Also If success is worth experience equal to a complexity 5 skill challenge, how would you recommend giving experience for partial success?
With a "lead character" mechanic, it can be useful. I'm actually considering tripling up the swing of the lead character, by granting two points on a success, but -1 on a failure. Aid Another would then amount to a 10% bonus x3, which is a 30% bump on average. Basically, if you need a natural 16 or better to succeed, you're better off rolling Aid Another.Stalker0 said:In general, using a true "aid another" mechanic with the Obsidian system would be harmful to the players. I am giving up the chance to get a success in order to give my teammates a small bonus. There are very few times when that is worth it, but the players may not know that, and they will shoot themselves in the foot using it.
I think it depends on the challenge. I think sometimes it is appropriate for one person to be the star, while the other characters assist in various ways. In other cases, a more democratic system works better.If the demand for an aid another mechanic is great then I'll look at putting one it. But I cheered when I was able to take it out of this system, and I'm not eager to put it back in.