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*Pathfinder & Starfinder
Yet another Skill Challenge Variant
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<blockquote data-quote="Mysterious Hu" data-source="post: 4410672" data-attributes="member: 74851"><p><span style="font-family: 'Arial'"><span style="color: white">Ta - Stalker0 - it was tales of the broken Skill Challenge system and your Obsidian system that kicked this idea off.</span></span></p><p> </p><p><span style="font-family: 'Arial'"><span style="color: white">I've not immersed myself in the 4e rules - so thanks for the heads up on possible imbalance caused by modifiers (+15 @ 1st level - blimey). I kind of based my ideas on my players' characters skill levels; thinking that they were indicative of the system (their best skill mod is Arcana +8). </span></span></p><p> </p><p><span style="font-family: 'Arial'"><span style="color: white">I guess that what is need is a clear idea of the players' objectives. First and foremost is amassing XP; this even takes precedence over survival - if survival were the most important consideration, they would stay at home where it is safe like 99% of the population. </span></span></p><p> </p><p><span style="font-family: 'Arial'"><span style="color: white">In a combat encounter, the characters gamble hit points/survival versus XP and story goals. If the PCs win the encounter they gain XP and advance the plot. If the PCs lose the encounter, they are killed or forced to flee.</span></span></p><p> </p><p><span style="font-family: 'Arial'"><span style="color: white">Non-combat encounters need to provide the same penalties and rewards. </span></span></p><p> </p><p><span style="font-family: 'Arial'"><span style="font-size: 12px"><span style="color: white">However, in combat, the players’ options are clearly defined with definite repercussions. The player selects from among a number of well defined options. In non-combat encounters, the players receive less guidance; though this does allow them more creativity. </span></span></span></p><p> </p><p><span style="font-family: 'Arial'"><span style="font-size: 12px"><span style="color: white">What I’m looking for is a concrete system for resolving non-combat encounters with the same tension, penalties and rewards as combat encounters.</span></span></span></p></blockquote><p></p>
[QUOTE="Mysterious Hu, post: 4410672, member: 74851"] [FONT=Arial][COLOR=white]Ta - Stalker0 - it was tales of the broken Skill Challenge system and your Obsidian system that kicked this idea off.[/COLOR][/FONT] [FONT=Arial][COLOR=white] [/COLOR][/FONT] [FONT=Arial][COLOR=white]I've not immersed myself in the 4e rules - so thanks for the heads up on possible imbalance caused by modifiers (+15 @ 1st level - blimey). I kind of based my ideas on my players' characters skill levels; thinking that they were indicative of the system (their best skill mod is Arcana +8). [/COLOR][/FONT] [FONT=Arial][COLOR=white] [/COLOR][/FONT] [FONT=Arial][COLOR=white]I guess that what is need is a clear idea of the players' objectives. First and foremost is amassing XP; this even takes precedence over survival - if survival were the most important consideration, they would stay at home where it is safe like 99% of the population. [/COLOR][/FONT] [FONT=Arial][COLOR=white] [/COLOR][/FONT] [FONT=Arial][COLOR=white]In a combat encounter, the characters gamble hit points/survival versus XP and story goals. If the PCs win the encounter they gain XP and advance the plot. If the PCs lose the encounter, they are killed or forced to flee.[/COLOR][/FONT] [FONT=Arial][COLOR=white] [/COLOR][/FONT] [FONT=Arial][COLOR=white]Non-combat encounters need to provide the same penalties and rewards. [/COLOR][/FONT] [FONT=Arial][COLOR=white] [/COLOR][/FONT] [FONT=Arial][SIZE=3][COLOR=white]However, in combat, the players’ options are clearly defined with definite repercussions. The player selects from among a number of well defined options. In non-combat encounters, the players receive less guidance; though this does allow them more creativity. [/COLOR][/SIZE][/FONT] [FONT=Arial][SIZE=3][COLOR=white] [/COLOR][/SIZE][/FONT] [FONT=Arial][SIZE=3][COLOR=white]What I’m looking for is a concrete system for resolving non-combat encounters with the same tension, penalties and rewards as combat encounters.[/COLOR][/SIZE][/FONT] [COLOR=white][/COLOR] [/QUOTE]
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Yet another Skill Challenge Variant
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