Date: 2009-01-02 05:07 pm (UTC)
mneme: (Default)
From: [personal profile] mneme
I figured combat or challenge would fulfill [livejournal.com profile] mcroft's desire to be able to avoid combats in an organic fashion.

I'm not sure your intuition about what was developed at Wizards is correct; I mean, clearly good use of it both involves a high road/low road split rather than true success/failure (actually, that one made it into the published version, even if trap-related challenges tend to be very hr/lr). And clearly you really want to add more to the system to make it work; you want a race against time (so Aids are a valid strategic choice, but can be controlled some way other than a hard limit), or maybe a resource management mechanic with similar effects -- otherwise, optimal behavior ends up at odds with fun behavior -- the fundamental disconnect. And to a degree, the challenges Wizards publishes do follow these rules, even though their rules for making them up? Not so much.

But I'm not sure they've really articulated how this should work -- or they'd have coded something like it into the DMG version.
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