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Stalker0's Obsidian Skill Challenge System (Update: Version 1.1) Now with PDF!!
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<blockquote data-quote="Stalker0" data-source="post: 4321449" data-attributes="member: 5889"><p>Looks good, except for one problem. The DC table only has half the entries! Its missing levels 16-30.</p><p></p><p>I actually just got acrobat myself, so I've been looking into pdf making. I would like to know how you created those headings, and how you got the tables looking so nice. Are you editing the document in acrobat, or is it all in open office and then converted to pdf?</p><p></p><p></p><p></p><p>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.</p><p></p><p>Or I can create a new easy DC table, create a whole new aid another rule. But I don't want to increase the complexity of the system, the goal here is to create something that is a backdrop to the action, not a forefront. The players are encourage to come up with crazy ways to use their skills, but mechanically they always know what to do.</p><p></p><p>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.</p><p></p><p></p><p></p><p>If your lead guy has a 70% success rate normally, he would gain 2.1 successes more than normal, so increasing the success number by 2 would put you just about right. If the lead guy got a +2 to go to 80%, he would increase his successes to 2.7 over the basic 70%.</p><p></p><p>Once the core system is to my liking, I will start looking at more advanced options such as these, model them mathematically, and see what comes about, but for right now I think the +2 success with a lead guy is a good starting idea.</p></blockquote><p></p>
[QUOTE="Stalker0, post: 4321449, member: 5889"] Looks good, except for one problem. The DC table only has half the entries! Its missing levels 16-30. I actually just got acrobat myself, so I've been looking into pdf making. I would like to know how you created those headings, and how you got the tables looking so nice. Are you editing the document in acrobat, or is it all in open office and then converted to pdf? 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. Or I can create a new easy DC table, create a whole new aid another rule. But I don't want to increase the complexity of the system, the goal here is to create something that is a backdrop to the action, not a forefront. The players are encourage to come up with crazy ways to use their skills, but mechanically they always know what to do. 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. If your lead guy has a 70% success rate normally, he would gain 2.1 successes more than normal, so increasing the success number by 2 would put you just about right. If the lead guy got a +2 to go to 80%, he would increase his successes to 2.7 over the basic 70%. Once the core system is to my liking, I will start looking at more advanced options such as these, model them mathematically, and see what comes about, but for right now I think the +2 success with a lead guy is a good starting idea. [/QUOTE]
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Stalker0's Obsidian Skill Challenge System (Update: Version 1.1) Now with PDF!!
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