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Stalker0's Obsidian Skill Challenge System (Update: Version 1.1) Now with PDF!!
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<blockquote data-quote="Vermonter" data-source="post: 4338121" data-attributes="member: 54647"><p>Overall great job! I'm definitely using this system over your previous attempt to fix the WOTC version.</p><p></p><p>I do have a few comments/complaints and then some questions:</p><p></p><p>1> First, you keep saying that there is no Aid Another in this system. I think that is the wrong answer. The right answer is to say that it is still a valid action and then point out to players it is almost always less productive than directly helping yourself by taking a skill check. The more that the rules are consistent with other 4E rules the better, and leaving it in as a valid (but poor) choice is consistent.</p><p></p><p>2> For the same reason I'm not fond of the critical success re-roll rule. How much does it break things to just give 2 successes on a natural 20? Overall, are you willing to share your math (spreadsheet?).</p><p></p><p>3> I really like the "party leader" style challenge variant someone else mentioned, where you need more successes, but that player counts for 2 successes (3 on a critical success) when the hit the DC. I'd love to see it as a formal variant.</p><p></p><p>4> Great prison break example, really evocative and I like the way the outcome of each segment feeds the next. I understand that going beyond a +1 to -1 range can make the math swing a bit, but it feels a bit wimpy after all that 'work'. I'm thinking that full success in segment 1 and 2 could give +2 bonus, failure could cost a healing surge from all players and the DC for segments 2 and 3 could be +1 higher than for stage 1. Just another way to make the math the same as you had, but also penalize the players for failure. I might go a bit tougher and make segment 3 one higher DC than segment 2.</p><p></p><p>5> I like the action point for a re-roll mechanism and was brainstorming other elements that could 'cost' players resources during a challenge. I liked one idea I saw somewhere that had ongoing background checks between each 'round' of the challenge itself. For example if the challenge was a long wilderness journey the challenge checks determine overall success, but everyone still has to make an endurance check between each of the three rounds or arrive with one less healing surge than normal. This maintains the team play, but also differentiates a bit between characters. Our GM did this to us in a Star Wars adventure where background radiation was effecting us and it was very evocative.</p><p></p><p>5> I think XP should be 1/2 for partial success and full for success.</p><p></p><p>That's it, not a lot of questions I guess. Just thinking about how much changing things impacts the math, mostly with critical successes even simpler, and allowing a leader roll for certain challenges.</p></blockquote><p></p>
[QUOTE="Vermonter, post: 4338121, member: 54647"] Overall great job! I'm definitely using this system over your previous attempt to fix the WOTC version. I do have a few comments/complaints and then some questions: 1> First, you keep saying that there is no Aid Another in this system. I think that is the wrong answer. The right answer is to say that it is still a valid action and then point out to players it is almost always less productive than directly helping yourself by taking a skill check. The more that the rules are consistent with other 4E rules the better, and leaving it in as a valid (but poor) choice is consistent. 2> For the same reason I'm not fond of the critical success re-roll rule. How much does it break things to just give 2 successes on a natural 20? Overall, are you willing to share your math (spreadsheet?). 3> I really like the "party leader" style challenge variant someone else mentioned, where you need more successes, but that player counts for 2 successes (3 on a critical success) when the hit the DC. I'd love to see it as a formal variant. 4> Great prison break example, really evocative and I like the way the outcome of each segment feeds the next. I understand that going beyond a +1 to -1 range can make the math swing a bit, but it feels a bit wimpy after all that 'work'. I'm thinking that full success in segment 1 and 2 could give +2 bonus, failure could cost a healing surge from all players and the DC for segments 2 and 3 could be +1 higher than for stage 1. Just another way to make the math the same as you had, but also penalize the players for failure. I might go a bit tougher and make segment 3 one higher DC than segment 2. 5> I like the action point for a re-roll mechanism and was brainstorming other elements that could 'cost' players resources during a challenge. I liked one idea I saw somewhere that had ongoing background checks between each 'round' of the challenge itself. For example if the challenge was a long wilderness journey the challenge checks determine overall success, but everyone still has to make an endurance check between each of the three rounds or arrive with one less healing surge than normal. This maintains the team play, but also differentiates a bit between characters. Our GM did this to us in a Star Wars adventure where background radiation was effecting us and it was very evocative. 5> I think XP should be 1/2 for partial success and full for success. That's it, not a lot of questions I guess. Just thinking about how much changing things impacts the math, mostly with critical successes even simpler, and allowing a leader roll for certain challenges. [/QUOTE]
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Stalker0's Obsidian Skill Challenge System (Update: Version 1.1) Now with PDF!!
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