Two
weeks ago we talked about how to use the timer based powers in 4th Ed in a
game of Pathfinder. Today we'll tackle the other two pieces of 4e that I
think are particularly interesting: role protection and skill challenges.
Role
Protection
Role protection is the division of characters between Striker, Leader,
Defender, and Controller. D&D 4e doesn't just talk about the rules,
but includes rules to help solidify them. Almost all Strikers have the
ability to add extra dice of damage to their attacks. Nearly every defender uses
the Marking mechanic which makes them more 'sticky' (able to draw attacks to
themselves).
I would caution you in bringing this rule module into another game because
it's going to have a lot of effects on how characters are created and how the
story is told. Once these roles (or whatever roles you feel are
appropriate for your game) are laid out, they will make your combat much more
tactical. This will make some of your players feel they have to fill certain
holes that exist in the party’s abilities.
Generally role protection is best for games which emulate the heroic
fantasy, superhero, or heist genres, as those genres tend to include this idea
anyway. The roles won't always be the same; the four D&D covers are
common in fantasy, while in superheroes you will often see the tank, the
blaster, the psychic, the tactician, and the brawler. Heist stories
similarly will often see the fighter, the con, the thief, and the tech (see
Leverage for a very clear
example).
In Fate Core there are no rules for role protection, but the genres it
emulates often fit well with the sort of crafted team that defined roles
encourage. If you want to introduce role protection into Fate Core you
can try adding it to the aspect system.
Aspects are phrases and ideas that describe your character and affect how
they spend resources. Simply inform your players of the traditional roles
in a superhero team.
Tell them that one
of their aspects has to include reference to the role they've chosen.
During the game allow the players one free Invoke of that aspect each session.
Your players will quickly tailor their
strategy to their place in the team.
Another more complicated, but more flavorful, option would be to create a
special Invoke for each of the roles you define. Each Invoke providing an
extra action but one that has to fulfill their role in the team. Allowing
your blaster to perform an attack, your bruiser to block for an ally, and your
psychic to read an opponent's mind at the cost of a fate chip will add a more
dynamic exchange to your fights.
This
will encourage your players to pay attention even when it's not their
turn. This does come with a cost though.
You'll have to put in a little more work to balance the encounters but
it will add a more super heroic feel.
Skill
Challenges
In 4e, skill challenges represent a way of playing non-combat encounters
while still providing a real mechanical challenge to the characters.
There are a lot of situations these can be used to represent, from a debate
with nobility to tracking across an open desert.
Where I've found the most success in the
skill challenge is in emulating the film montage. When your players have
some task to complete and you don't want to just roll the dice, a skill
challenge is a good way to keep it tense. The basic idea of a skill
challenge is creating a variety of tasks the players must complete.
They can choose how to complete their tasks
with the skills they have available.
If
they get a set number of success before they get a certain number of fails, they
succeed.
This is an especially easy piece to use in other games, as it will work with
anything that already has a skill system.
Let's look at an example situation in Shadowrun.
In your game a group of runners need to
infiltrate a swank shindig at Mitsuhama. You've decided that you don't
want to make this a simple request from a contact.
Instead you can make getting access to the
party a section of the game itself.
The first thing to do is decide what needs to be done to complete the
task. They need to find out where and when the party is.
To get in, they need their names on the guest
list or for the bouncer to let them pass.
Finally because it's Shadowrun, they need to stash their weapons
somewhere they can access at the party. For this situation we're going to
say that the runners need to get 6 successes on these tasks, with at least one
each, before they get 3 total failures. Dependent on how challenging you
want this to be you can play around with the numbers.
Each attempt will be a simple skill check, and here I will generally adjust
the threshold based on how interesting or creative the character's attempt
is. A good level for a group of runners that will make a check risky is threshold
4, so I would start there and then adjust as needed. By using this method
rather than the standard, you can get your players more involved in the process.
It will take longer but will
make even the generally boring parts of the
game more interesting.