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How to speed up combat?
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<blockquote data-quote="pemerton" data-source="post: 8220460" data-attributes="member: 42582"><p>I don't see skill challenges and similar scene-resolution frameworks (HeroWars/Quest is maybe the pre-eminent version; Maelstrom Storytelling might have been the first) as about making things boring <em>or</em> not boring. Nor is resolving things via a single check inherently boring or not boring. This depends on what the focus of play (given the system; given the table; given the mood <em>right here and now</em> is). Of systems I know, Burning Wheel has the most sophisticated way of using an intricate framework for augments to allow single-roll resolution (test the most apposite skill/ability augmented by other relevant ones). HeroQuest revised is not as intricate but probably more flexible.</p><p></p><p>The purpose of using a skill challenge or similar framework is to provide <em>finality of resolution </em>in the context of <em>multiple checks</em>. In this respect it's no different from the D&D combat system, which uses multiple checks to wear down hit points producing finality of resolution (ie one side or the other reaches zero and hence is defeated). Just as a GM might decide to have more or fewer hp on the NPC/monster side, depending on how challenging and drawn-out s/he thinks a fight should be, so setting the complexity of a skill challenge establishes how intricate the scene will be and how long it will take to resolve. If the scene doesn't feel like it's ready to support an hour or more of play, don't set the skill challenge at Complexity 5!</p><p></p><p></p><p>I think the DMG 2 is pretty sound on this (at least as I've read and adapted it): spending an Action Point, or Healing Surge, or encounter power, or similar sort of non-trivial-but-non-superlative resource is worth a +2. At our table we also allow an Action Point to instead grant a re-roll (which is somewhat similar to its function in combat).</p><p></p><p>The DMG and DMG2 suggestion that a ritual equates to an auto-success is an idea that I use more sparingly, depending on the "oomph" of the ritual relative to the PCs' level and its contribution to the fiction.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8220460, member: 42582"] I don't see skill challenges and similar scene-resolution frameworks (HeroWars/Quest is maybe the pre-eminent version; Maelstrom Storytelling might have been the first) as about making things boring [I]or[/I] not boring. Nor is resolving things via a single check inherently boring or not boring. This depends on what the focus of play (given the system; given the table; given the mood [I]right here and now[/I] is). Of systems I know, Burning Wheel has the most sophisticated way of using an intricate framework for augments to allow single-roll resolution (test the most apposite skill/ability augmented by other relevant ones). HeroQuest revised is not as intricate but probably more flexible. The purpose of using a skill challenge or similar framework is to provide [I]finality of resolution [/I]in the context of [I]multiple checks[/I]. In this respect it's no different from the D&D combat system, which uses multiple checks to wear down hit points producing finality of resolution (ie one side or the other reaches zero and hence is defeated). Just as a GM might decide to have more or fewer hp on the NPC/monster side, depending on how challenging and drawn-out s/he thinks a fight should be, so setting the complexity of a skill challenge establishes how intricate the scene will be and how long it will take to resolve. If the scene doesn't feel like it's ready to support an hour or more of play, don't set the skill challenge at Complexity 5! I think the DMG 2 is pretty sound on this (at least as I've read and adapted it): spending an Action Point, or Healing Surge, or encounter power, or similar sort of non-trivial-but-non-superlative resource is worth a +2. At our table we also allow an Action Point to instead grant a re-roll (which is somewhat similar to its function in combat). The DMG and DMG2 suggestion that a ritual equates to an auto-success is an idea that I use more sparingly, depending on the "oomph" of the ritual relative to the PCs' level and its contribution to the fiction. [/QUOTE]
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