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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: 4400142" data-attributes="member: 5889"><p>There are two ways to do a combat skill challenge in Obsidian, time-sensitive or not time-sensitive.</p><p></p><p>Lets go with the the trap as an example. A group of 5 players need 6 successes to obtain partial victory, and 8 for total victory. They have 3 rounds to do that in. The party can use as many move actions as they want to make skill rolls in an attempt to face the challenge. At the end of three rounds if they don't have the required number of successes they face the failure penalty. In this example, the rogue can at best get a partial victory by himself, he needs assistance to get a total victory.</p><p></p><p>In an untimed skill challenge, you don't use the standard 3 segments. Instead, players can choose when to use skill checks throughout the challenge. If they don't roll, then they will never get the benefits of succeeding at the challenge, but they don't take any failures. Its just a question of whether players would like to focus more on the skill rolls or on the combat rolls. In this case, the rogue could decide to take many rounds and disable a trap that's hindering the party while the party fights some other monsters. Or everyone could focus on the trap, and take it out quickly. Or the party could ignore the trap entirely, taking whatever attacks it has while disbatching the other monsters.</p><p></p><p></p><p>I'll be honest, I like the untimed combat challenges much better. In fact, my next update will be mainly over the combat skill challenge system. I think the 3 segment system works great for normal skill challenges, but not as well for combat challenges.</p></blockquote><p></p>
[QUOTE="Stalker0, post: 4400142, member: 5889"] There are two ways to do a combat skill challenge in Obsidian, time-sensitive or not time-sensitive. Lets go with the the trap as an example. A group of 5 players need 6 successes to obtain partial victory, and 8 for total victory. They have 3 rounds to do that in. The party can use as many move actions as they want to make skill rolls in an attempt to face the challenge. At the end of three rounds if they don't have the required number of successes they face the failure penalty. In this example, the rogue can at best get a partial victory by himself, he needs assistance to get a total victory. In an untimed skill challenge, you don't use the standard 3 segments. Instead, players can choose when to use skill checks throughout the challenge. If they don't roll, then they will never get the benefits of succeeding at the challenge, but they don't take any failures. Its just a question of whether players would like to focus more on the skill rolls or on the combat rolls. In this case, the rogue could decide to take many rounds and disable a trap that's hindering the party while the party fights some other monsters. Or everyone could focus on the trap, and take it out quickly. Or the party could ignore the trap entirely, taking whatever attacks it has while disbatching the other monsters. I'll be honest, I like the untimed combat challenges much better. In fact, my next update will be mainly over the combat skill challenge system. I think the 3 segment system works great for normal skill challenges, but not as well for combat challenges. [/QUOTE]
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Stalker0's Obsidian Skill Challenge System (Update: Version 1.1) Now with PDF!!
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