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Was AD&D1 designed for game balance?
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<blockquote data-quote="Vyvyan Basterd" data-source="post: 5032597" data-attributes="member: 4892"><p>Since I'm sure you haven't bothered to go look at what I'm talking about here it is:</p><p></p><p>[sblock]SKILL CHALLENGE #1</p><p>Avoiding harrassment by bandits</p><p>Level 4, Complexity 2 (350 XP) [Award XP whether challenge is completed successfully or not - do not award XP for encounters caused by failure.]</p><p></p><p>If the party tries to avoid the bandits in the area, each player should make a single check each time the party approaches or leaves the ruins. Award a single success or failure based on whether the checks are a majority success or failure. The Aid Another action is not allowed on these checks. If the party makes no attempt to avoid the bandits failure is automatic.</p><p></p><p>Common skill use examples:</p><p>Athletics DC 18 - Traversing more difficult terrain that isn't commonly travelled.</p><p>Bluff DC 13 - Seeming to be unworthy of attention or much more powerful.</p><p>Diplomacy DC 23 - Attempting to negotiate with the bandits at minimal cost.</p><p>Endurance DC 18 - Moving at a hastened pace to offer less window of opportunity for the bandits.</p><p>Insight DC 23 - Recognizing dangerous groups within the area.</p><p>Intimidate DC 13 - Seeming tougher and meaner to dissaude bandits from attacking.</p><p>Nature DC 13 - Recognizing areas that would provide the bandits with opportunities to ambush travelers.</p><p>Perception DC 18 - Spotting trouble before it occurs.</p><p>Stealth DC 13 - Moving unseen and unheard through the region.</p><p></p><p>Results:</p><p>6 successes: The group has built a reputation, found a safe path, or whatever else seems appropriate to their methods to not have to worry about attacks from bandits any more.</p><p></p><p>4-5 successes: The group has learned enough about the bandit activity to no longer be surprised by their attacks.</p><p></p><p>1-3 successes: No effect.</p><p></p><p>1st failure: Attacked by bandit group consisting of 4 human bandits and a human berserker.</p><p></p><p>2nd failure: Attacked by bandit group consisting of 4 human guards and a human mage.</p><p></p><p>3rd failure: Attacked by bandit group consisting of 10 orc drudges and 2 gnoll huntmasters. After a 3rd failure the party has earned a reputation in blood and will no longer be at risk of bandit attacks.</p><p>[/sblock]</p><p></p><p>This skill challenge <strong>requires</strong> initiation by the players. There is no decree of "Skill Challenge Time!" It sets up <strong>examples</strong> of skill uses and the difficulty of the exampled uses to give myself a gauge for adjudicating player ideas that I haven't thought of. It does use the #success/#failure framework, but in a way that makes sense in game terms. In other words, I have in-game reasons why the skill challenge ends after the full number of successes or the full number of failures.</p><p></p><p>And I'm sure you'll pick on my use of the term "Attacked" in the failure section of the skill challenge. I mean that in terms of intent. The bandits are coming after you to take your stuff forcibly. Whether that results in combat is up to the players. They could surrender and give the bandits their stuff, they could try to use diplomacy/bluffs/initimidation to deter the bandits from attacking or anything else they think of when encountering the bandits.</p></blockquote><p></p>
[QUOTE="Vyvyan Basterd, post: 5032597, member: 4892"] Since I'm sure you haven't bothered to go look at what I'm talking about here it is: [sblock]SKILL CHALLENGE #1 Avoiding harrassment by bandits Level 4, Complexity 2 (350 XP) [Award XP whether challenge is completed successfully or not - do not award XP for encounters caused by failure.] If the party tries to avoid the bandits in the area, each player should make a single check each time the party approaches or leaves the ruins. Award a single success or failure based on whether the checks are a majority success or failure. The Aid Another action is not allowed on these checks. If the party makes no attempt to avoid the bandits failure is automatic. Common skill use examples: Athletics DC 18 - Traversing more difficult terrain that isn't commonly travelled. Bluff DC 13 - Seeming to be unworthy of attention or much more powerful. Diplomacy DC 23 - Attempting to negotiate with the bandits at minimal cost. Endurance DC 18 - Moving at a hastened pace to offer less window of opportunity for the bandits. Insight DC 23 - Recognizing dangerous groups within the area. Intimidate DC 13 - Seeming tougher and meaner to dissaude bandits from attacking. Nature DC 13 - Recognizing areas that would provide the bandits with opportunities to ambush travelers. Perception DC 18 - Spotting trouble before it occurs. Stealth DC 13 - Moving unseen and unheard through the region. Results: 6 successes: The group has built a reputation, found a safe path, or whatever else seems appropriate to their methods to not have to worry about attacks from bandits any more. 4-5 successes: The group has learned enough about the bandit activity to no longer be surprised by their attacks. 1-3 successes: No effect. 1st failure: Attacked by bandit group consisting of 4 human bandits and a human berserker. 2nd failure: Attacked by bandit group consisting of 4 human guards and a human mage. 3rd failure: Attacked by bandit group consisting of 10 orc drudges and 2 gnoll huntmasters. After a 3rd failure the party has earned a reputation in blood and will no longer be at risk of bandit attacks. [/sblock] This skill challenge [B]requires[/B] initiation by the players. There is no decree of "Skill Challenge Time!" It sets up [B]examples[/B] of skill uses and the difficulty of the exampled uses to give myself a gauge for adjudicating player ideas that I haven't thought of. It does use the #success/#failure framework, but in a way that makes sense in game terms. In other words, I have in-game reasons why the skill challenge ends after the full number of successes or the full number of failures. And I'm sure you'll pick on my use of the term "Attacked" in the failure section of the skill challenge. I mean that in terms of intent. The bandits are coming after you to take your stuff forcibly. Whether that results in combat is up to the players. They could surrender and give the bandits their stuff, they could try to use diplomacy/bluffs/initimidation to deter the bandits from attacking or anything else they think of when encountering the bandits. [/QUOTE]
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