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Things to do in a tabletop rpg that are not combat related?
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<blockquote data-quote="doghead" data-source="post: 6261629" data-attributes="member: 8243"><p>This is very much my experience. I think the skill challenge system in 4E is a good idea, although I haven't had much of an opportunity to look at it.</p><p></p><p>I have recently made two attempts to create a more interactive non-combat encounters. In general, the idea was to allow the use of as broad a range of 'resources' as possible, and to incorporate a risk vs return mechanism. </p><p></p><p>The first was a chase. In each round there was an obstacle of some sort. Unlike in the Pathfinder chase rules, instead of specifying two skills that could be used, I specified the obstacle and let the players identify the skill they wanted to use to overcome it. The distance they gained or lost was based on the degree of success or failure vs the opponents skill check. I also allowed the players to 'burn' an attribute, each -1 to an attribute gained them an extra d6 to add to their skill roll. Initially they burnt mostly odd numbers, but eventually some were burning even numbers, resulting in reductions in their attribute bonuses. If I was to do it again, I would probably also incorporate a system where wounds inflicted become a penalty to the skill check, thus giving the players the option of sacrificing distance (making an ranged attack) for the chance to slow the opposition down.</p><p></p><p>As you can see, I have changed/modified the rules in a number of was in order to try and achieve what I wanted. Not everyone is going to be happy with that. I am just lucky that I have a group of players willing to give it a try.</p><p></p><p>thotd</p></blockquote><p></p>
[QUOTE="doghead, post: 6261629, member: 8243"] This is very much my experience. I think the skill challenge system in 4E is a good idea, although I haven't had much of an opportunity to look at it. I have recently made two attempts to create a more interactive non-combat encounters. In general, the idea was to allow the use of as broad a range of 'resources' as possible, and to incorporate a risk vs return mechanism. The first was a chase. In each round there was an obstacle of some sort. Unlike in the Pathfinder chase rules, instead of specifying two skills that could be used, I specified the obstacle and let the players identify the skill they wanted to use to overcome it. The distance they gained or lost was based on the degree of success or failure vs the opponents skill check. I also allowed the players to 'burn' an attribute, each -1 to an attribute gained them an extra d6 to add to their skill roll. Initially they burnt mostly odd numbers, but eventually some were burning even numbers, resulting in reductions in their attribute bonuses. If I was to do it again, I would probably also incorporate a system where wounds inflicted become a penalty to the skill check, thus giving the players the option of sacrificing distance (making an ranged attack) for the chance to slow the opposition down. As you can see, I have changed/modified the rules in a number of was in order to try and achieve what I wanted. Not everyone is going to be happy with that. I am just lucky that I have a group of players willing to give it a try. thotd [/QUOTE]
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