Results for tag: skill challenge
Posted by: The_Jester on Mar 28, 2011 at 09:39:00 PM
Last week's blog (found here) on "Fixing Skills" proved quite popular, receiving quite a few reads and more than its share of comments. I don't write this blog planning to be read by as many people as possible or purposely inflammatory or for response numbers, and am not going to drop my planned forthcoming blogs just for numbers. But, the comments raised a number of solid points that I felt needed to be addressed.
First, a link to Wrecan's blogs on skills can be found here and here. While I haven't read those blogs in some time, he did it first and credit where credit is due. Oh, and kilpatds also recently did a blog on skills that’s solid, so here’s a link to that too.
In the comments there were a few alternatives or revisions to the systems I suggested....
Posted by: The_Jester on Mar 22, 2011 at 04:10:44 PM
Let's break the ice with some wild hyperbole. Skills in 4e are broken. Skills are the most broken part of the edition. When they're selling 5e in 1-3 years they will be mocking skills like they mocked grappling and THAC0. Skills were only given a half-assed update between editions and not subjected to the same rigorous balancing or "hard math" they subjected on the combat system.
Before I start (attempting) to justify that statement, this isn't my first blog on skills. I've mostly focused on Skill Challenges in prior blogs, so those have received the bulk of my attention.
I wrote about Secondary Skills, Non-Combat Skill Systems, new rules for Skill Challenges, Failure in Skill Challenges, and most importantly for this discussion my Problems with Skill Challenges. I'll reiterate...
Posted by: The_Jester on Mar 5, 2010 at 10:37:24 AM
In my last 4e session my players spontaneously added a Skill Challenge to the game. I hadn't planned on a Skill Challenge. The situation didn't warrant one. It wasn't in the xp "budget". But we had one anyway.
The Rockslide Incident
Here's the background. The players were travelling from point-A to point-B. I didn't want them to just move uneventfully from place to place, tracking their progress with a swiftly moving red line, Indian Jones style. The game is Points of Light and I wanted to emphasise again that things happen on the road. Adventures and incidents occur outside the safety of towns. It was essentially a travel adventure, a series of interesting and noteworthy events on the road trip.
Their progress along the map stops as a crossed-sword icon appears. "Random" encounter time....