YASCS Part II

4th Edition, House Rule, Pen and Paper Add comments
Skillful
Changes made to the YASCS system below.  The highlights of the changes listed here as well.  Not sure why I was stuck in a rut but obviously (well not to me but others at least) the skill challenge should end when a party hits a Total Failure or a Total Success under normal circumstances.

The track needs to be extended out so it’s a 9 position track like so – total failure, failure 3, failure 2, failure 1, neutral, success 1, success 2, success 3, total success.

Now the various partial successes and failures can easily have the same result.  The extension is simply to make sure there’s enough steps for the average party to require a full round and thus most people’s participation to succeed. Â  i.e. four successes by primaries and the challenge is solved.

That eliminates a need for Inertia and does away with the percieved issue I had with early rounds meaning nothing.

You can adjust the difficulty of the challenge by setting the DC of course but another way is to shorten the failure side of the track,  Perhaps that leg is only 3 positions long, so now you have three straight failures without any successes and the challenge is failed.  Or even two failures.

And yet another way is to make the challenge a one round or two round maximum if it makes sense for there to be a time limit.  That gives them fewer chances of getting a complete success.

So we have three ways to adjust the DC.  Which should be enough for anyone.  Of course figuring out how much each way actually adjusts the odds and the inner synergy of the adjustments that’s up to someone with a lot more statistical analytics and probability theory left over from college than I have.

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