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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: 4399099" data-attributes="member: 5889"><p>To your first question, the answer lies with the level of the trap. Use that level to determine your Obsidian DC. In general the Obsidian system assumes a skill challenge is a complexity 3... you don't need to do a true conversion of complexities from the DMG. The reason is the DMG uses both complexity and DC to determine difficulty. Obsidian only uses DC, and my DCs are based on using my system, not DMG complexities. </p><p></p><p>To your second, use the number of players in the combat as the basis for how many successes you need, and then let players choose how they want to divy up their actions as the combat continues. For a combat challenge, a player can make a skill check as a move action. So for example, your rogue could use two move actions on disabling a trap (3 with an action point). Or he could spend one move action disabling while he uses his standard to attack the guard right near the controls, etc.</p><p></p><p>The combat system assumes that the difficulty for players is more geared towards choosing whether to do more skill rolls or more fighting. As mentioned above, a rogue in a party of 5 could theoretically win the skill part of the challenge single handedly in about three rounds, but that's three rounds of combat he hasn't been hurting anything. Or the party as a whole could choose to give up some of their actions and make checks and try to win the skill part faster. Or...they all could ignore the skill part and focus on the combat, and then suffer the penalties for failing the challenge.</p><p></p><p>All of these choices are a part of the combat skill challenge, and are all perfectly fine decisions as far as the system is concerned.</p></blockquote><p></p>
[QUOTE="Stalker0, post: 4399099, member: 5889"] To your first question, the answer lies with the level of the trap. Use that level to determine your Obsidian DC. In general the Obsidian system assumes a skill challenge is a complexity 3... you don't need to do a true conversion of complexities from the DMG. The reason is the DMG uses both complexity and DC to determine difficulty. Obsidian only uses DC, and my DCs are based on using my system, not DMG complexities. To your second, use the number of players in the combat as the basis for how many successes you need, and then let players choose how they want to divy up their actions as the combat continues. For a combat challenge, a player can make a skill check as a move action. So for example, your rogue could use two move actions on disabling a trap (3 with an action point). Or he could spend one move action disabling while he uses his standard to attack the guard right near the controls, etc. The combat system assumes that the difficulty for players is more geared towards choosing whether to do more skill rolls or more fighting. As mentioned above, a rogue in a party of 5 could theoretically win the skill part of the challenge single handedly in about three rounds, but that's three rounds of combat he hasn't been hurting anything. Or the party as a whole could choose to give up some of their actions and make checks and try to win the skill part faster. Or...they all could ignore the skill part and focus on the combat, and then suffer the penalties for failing the challenge. All of these choices are a part of the combat skill challenge, and are all perfectly fine decisions as far as the system is concerned. [/QUOTE]
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