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The D&D Experience (or, All Roads lead to Rome)
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<blockquote data-quote="Gryph" data-source="post: 5463817" data-attributes="member: 98071"><p>Except you cut off part of his quote where he states that multiple succeses are possible for some actions.</p><p> </p><p>There are some very good design notes and suggestions in DMG2 and in Mearls series of articles in Dragon concerning skill challenges. Things like allowing automatic successes for appropriate power usage. "High quality" action results or crit type rolls giving 2 successes. Even inappropriate skill choice giving automatic failures. More importantly, suggestions on how to blend skill challenges as an underlying framework to an extended bit of narration.</p><p> </p><p>The common, mechanical usage that I have seen in play and described on this board where initiative is rolled and each player is forced to declare an action and roll is not described in the DMG or even offered up anywhere in the rules as a method for resolution.</p><p> </p><p>To me the discussion and stands about skill challenges in this thread are quite interesting. It seems the one place where 4e took an almost old school approach to mechanics, supplying loose guidelines and leaving the rest to the GM, is one of the least liked features of the system. Even by those who, otherwise, criticize 4e for its rigid mechanistic play style.</p><p> </p><p><Spock> Fascinating </Spock></p></blockquote><p></p>
[QUOTE="Gryph, post: 5463817, member: 98071"] Except you cut off part of his quote where he states that multiple succeses are possible for some actions. There are some very good design notes and suggestions in DMG2 and in Mearls series of articles in Dragon concerning skill challenges. Things like allowing automatic successes for appropriate power usage. "High quality" action results or crit type rolls giving 2 successes. Even inappropriate skill choice giving automatic failures. More importantly, suggestions on how to blend skill challenges as an underlying framework to an extended bit of narration. The common, mechanical usage that I have seen in play and described on this board where initiative is rolled and each player is forced to declare an action and roll is not described in the DMG or even offered up anywhere in the rules as a method for resolution. To me the discussion and stands about skill challenges in this thread are quite interesting. It seems the one place where 4e took an almost old school approach to mechanics, supplying loose guidelines and leaving the rest to the GM, is one of the least liked features of the system. Even by those who, otherwise, criticize 4e for its rigid mechanistic play style. <Spock> Fascinating </Spock> [/QUOTE]
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