I'm not sure I am enamored of this mechanic. The intent is obvious, and a good one, try to eliminate or reduce the "face man" syndrome, where 1 player will do the rolling of the dice for the group.
I like the idea, but I wonder about the practice.....could not the party in the negotiation with the Duke, simply have a couple of characters roll different skills? Does everyone have to make their own roll?
If so what about the character that has no social skills...seems tortuous to make up some excuse for how Athletics will sway the Duke....barring some foreshadowing stating the Duke is a lover of sports.
Likewise what if a single roll fails spectacularly? The Demo skill test was to see if players could sneak out of a city...now it strikes me that if a player rolls particularly bad on say a Bluff check, he or she should be caught, normally this would mean a chase or combat.....yet from the Demo description it did not sound like this was the failure possibility.
Flavourwise is it that much of an improvement? I like it for negotiation....I am curious if it could be adapted for traps....for wilderness exploration...not really much of a difference, if the Druid , Ranger, Barbarian...blows their Survival check, then someone always attempted a Spot or Search check to see if they could find a trail. Ultimately overland travel comes down to dice rolls....which is why long duration Fly, Mass Fly, Teleport, and Find the Path could be good things, to cut down the hand waving for finding the Unfindable Temple in the Trackless Jungle.
I like the idea, but I wonder about the practice.....could not the party in the negotiation with the Duke, simply have a couple of characters roll different skills? Does everyone have to make their own roll?
If so what about the character that has no social skills...seems tortuous to make up some excuse for how Athletics will sway the Duke....barring some foreshadowing stating the Duke is a lover of sports.
Likewise what if a single roll fails spectacularly? The Demo skill test was to see if players could sneak out of a city...now it strikes me that if a player rolls particularly bad on say a Bluff check, he or she should be caught, normally this would mean a chase or combat.....yet from the Demo description it did not sound like this was the failure possibility.
Flavourwise is it that much of an improvement? I like it for negotiation....I am curious if it could be adapted for traps....for wilderness exploration...not really much of a difference, if the Druid , Ranger, Barbarian...blows their Survival check, then someone always attempted a Spot or Search check to see if they could find a trail. Ultimately overland travel comes down to dice rolls....which is why long duration Fly, Mass Fly, Teleport, and Find the Path could be good things, to cut down the hand waving for finding the Unfindable Temple in the Trackless Jungle.