Difference between revisions of "Talk:Simplified Social Interaction (3.5e Variant Rule)"

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I'm thinking about implementing a more complex skill challenge-type version of this now that we have fairly standardized DCs (one where the math actually WORKS), but I'd like to first discuss design goals if anyone's free. (Here or on the channel.) --[[User:Ghostwheel|Ghostwheel]] 12:30, September 3, 2010 (UTC)
 
I'm thinking about implementing a more complex skill challenge-type version of this now that we have fairly standardized DCs (one where the math actually WORKS), but I'd like to first discuss design goals if anyone's free. (Here or on the channel.) --[[User:Ghostwheel|Ghostwheel]] 12:30, September 3, 2010 (UTC)
  
:Design goals - sure. I like those, and would be willing to kick them around even though I don't intend to use the larger system here. The first thing to keep in mind though is that as long as you're just tracking successes and failures your numbers will be defined more by iterative probability than anything else, and the more successes you require the smaller the gap between very likely success and very likely failure. I think you'd have better luck modeling it on combat, where you're actually competing to get some number of successes before another side gets some number of successes and a failure doesn't hurt you at all (except that it's not a success for you and they might get one). Since you're just doing this in a social context and not a broader skill context it's probably even reasonable to have an opposing side trying to convince you of something. - [[User:Tarkisflux|TarkisFlux]] 14:42, September 4, 2010 (UTC)
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:Design goals - sure. I like those, and would be willing to kick them around even though I don't intend to use the larger system here. If one of your goals is to make challenges somewhat challenging and avoid the auto-success/fail paradigm that most of 4e sits in, the first thing to keep in mind though is that as long as you're just tracking successes and failures your numbers will be defined more by iterative probability than anything else. The more successes you require the smaller the gap between very likely success and very likely failure. If you don't want that, I think you'd have better luck modeling it on combat, where you're actually competing to get some number of successes before another side gets some number of successes and a failure doesn't hurt you at all (except that it's not a success for you and they might get one). Since you're just doing this in a social context and not a broader skill context it's probably even reasonable to have an opposing side trying to convince you of something. - [[User:Tarkisflux|TarkisFlux]] 14:42, September 4, 2010 (UTC)
  
 
== Scaling DC's ==
 
== Scaling DC's ==

Revision as of 16:01, 4 September 2010

"Skill" Challenge

I'm thinking about implementing a more complex skill challenge-type version of this now that we have fairly standardized DCs (one where the math actually WORKS), but I'd like to first discuss design goals if anyone's free. (Here or on the channel.) --Ghostwheel 12:30, September 3, 2010 (UTC)

Design goals - sure. I like those, and would be willing to kick them around even though I don't intend to use the larger system here. If one of your goals is to make challenges somewhat challenging and avoid the auto-success/fail paradigm that most of 4e sits in, the first thing to keep in mind though is that as long as you're just tracking successes and failures your numbers will be defined more by iterative probability than anything else. The more successes you require the smaller the gap between very likely success and very likely failure. If you don't want that, I think you'd have better luck modeling it on combat, where you're actually competing to get some number of successes before another side gets some number of successes and a failure doesn't hurt you at all (except that it's not a success for you and they might get one). Since you're just doing this in a social context and not a broader skill context it's probably even reasonable to have an opposing side trying to convince you of something. - TarkisFlux 14:42, September 4, 2010 (UTC)

Scaling DC's

There are several things I dislike about 4e, but the one I find the most detestable is the concept of DC's that simply scale with the user's level. If you've got a caster of above-average strength (for a normal person) who sometimes impresses villagers by competing in arm-wrestling contests, they shouldn't become worse and worse at it simply because their muscles aren't getting bigger. Can't the DC scale with some measure of the level or value of the people being influenced? Please? --Foxwarrior 09:18, September 4, 2010 (UTC)

Sure, just use the level thingy according to the level of the person you're trying to influence. So a level 15 individuals might require a DC 25 check to convince. --Ghostwheel 11:21, September 4, 2010 (UTC)