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What is *worldbuilding* for?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 7409848" data-attributes="member: 82106"><p>Not really. The Rules Companion Skill Challenge rules state flat out how many of which types of checks are used in each complexity of challenge, along with how many 'advantages' the players can deploy, and how many setbacks/obstacles the GM can get. Given that the game conceives of all major plot significant events being either an SC or a Combat Encounter I think its actually QUITE explicit. Even in the original SC rules it was still stated that 'most' checks should be moderate difficulty. </p><p></p><p>I mean, 4e does allow for, and clearly anticipates, the existence of checks OUTSIDE of those used in any encounter, but in MANY cases the DCs for these are pretty fixed (IE if a monster is concealed then its Stealth is a value generated by a known objective process). Likewise rituals, a major use of checks outside encounters, are entirely cut-and-dried. Every ritual specifies the related skill, and the effects of different check results. This is pretty much true for powers as well, either in or out of combat.</p><p></p><p>Certainly there are ways that GMs can generate more or less difficult check situations, but its not as easy as just setting any old DC. Not if you play by the rules. This is, interestingly, a pretty standard admonishment to narrativist GMs, you have to play by the rules (PbtA is very explicit about this).</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7409848, member: 82106"] Not really. The Rules Companion Skill Challenge rules state flat out how many of which types of checks are used in each complexity of challenge, along with how many 'advantages' the players can deploy, and how many setbacks/obstacles the GM can get. Given that the game conceives of all major plot significant events being either an SC or a Combat Encounter I think its actually QUITE explicit. Even in the original SC rules it was still stated that 'most' checks should be moderate difficulty. I mean, 4e does allow for, and clearly anticipates, the existence of checks OUTSIDE of those used in any encounter, but in MANY cases the DCs for these are pretty fixed (IE if a monster is concealed then its Stealth is a value generated by a known objective process). Likewise rituals, a major use of checks outside encounters, are entirely cut-and-dried. Every ritual specifies the related skill, and the effects of different check results. This is pretty much true for powers as well, either in or out of combat. Certainly there are ways that GMs can generate more or less difficult check situations, but its not as easy as just setting any old DC. Not if you play by the rules. This is, interestingly, a pretty standard admonishment to narrativist GMs, you have to play by the rules (PbtA is very explicit about this). [/QUOTE]
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