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	<title>Comments on: Gnomalicious Gname Mastering Gnoodlings</title>
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	<description>The Game Mastering Blog</description>
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		<title>By: Patrick Benson</title>
		<link>http://www.gnomestew.com/gnome-rodeo/gnomalicious-gname-mastering-gnoodlings/comment-page-1#comment-1370</link>
		<dc:creator>Patrick Benson</dc:creator>
		<pubDate>Sat, 19 Jul 2008 23:42:55 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=250#comment-1370</guid>
		<description>I remember some video postings and interviews of the designers of 4e. They repeatedly stated or suggested that the game was being designed around a 60% success rate as that seems to be the sweet spot for a game to be challenging to most players without becoming to easy. I don&#039;t know if this was their goal for just combat or for all aspects of the game though. I&#039;m using it as a general rule of thumb for encounter/challenge designing.

Excellent analysis of the system Alan De Smet. It is very helpful for us number crunching types.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;1370&#039;,&#039;Patrick Benson&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I remember some video postings and interviews of the designers of 4e. They repeatedly stated or suggested that the game was being designed around a 60% success rate as that seems to be the sweet spot for a game to be challenging to most players without becoming to easy. I don&#8217;t know if this was their goal for just combat or for all aspects of the game though. I&#8217;m using it as a general rule of thumb for encounter/challenge designing.</p>
<p>Excellent analysis of the system Alan De Smet. It is very helpful for us number crunching types.
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		<title>By: Kurt "Telas" Schneider</title>
		<link>http://www.gnomestew.com/gnome-rodeo/gnomalicious-gname-mastering-gnoodlings/comment-page-1#comment-1369</link>
		<dc:creator>Kurt "Telas" Schneider</dc:creator>
		<pubDate>Sat, 19 Jul 2008 16:23:49 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=250#comment-1369</guid>
		<description>Well, knowing what you show on your analysis, a decent GM can cherry-pick the probability he&#039;s looking for (just a decent GM can adjust an encounter to fit the level of difficulty he&#039;s looking for).  At some level, it really doesn&#039;t matter what WotC wants, just what the GM wants.  

There, that more explicitly states why I appreciate the analysis.   It lets me set DCs based on how difficult I want the challenge to be, without re-writing the system.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;1369&#039;,&#039;Kurt \&quot;Telas\&quot; Schneider&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Well, knowing what you show on your analysis, a decent GM can cherry-pick the probability he&#8217;s looking for (just a decent GM can adjust an encounter to fit the level of difficulty he&#8217;s looking for).  At some level, it really doesn&#8217;t matter what WotC wants, just what the GM wants.  </p>
<p>There, that more explicitly states why I appreciate the analysis.   It lets me set DCs based on how difficult I want the challenge to be, without re-writing the system.
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		<title>By: Underholdningens tyranni &#171; Stemmen fra ådalen</title>
		<link>http://www.gnomestew.com/gnome-rodeo/gnomalicious-gname-mastering-gnoodlings/comment-page-1#comment-1368</link>
		<dc:creator>Underholdningens tyranni &#171; Stemmen fra ådalen</dc:creator>
		<pubDate>Sat, 19 Jul 2008 12:34:57 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=250#comment-1368</guid>
		<description>[...] Tyranny of Fun - replik fra Chatty, som er imod - og som reflekterer over diskussionen på hans blog. Dele af diskussionen gled over til dette indlæg. [...]&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;1368&#039;,&#039;Underholdningens tyranni &laquo; Stemmen fra &#195;&#165;dalen&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>[...] Tyranny of Fun &#8211; replik fra Chatty, som er imod &#8211; og som reflekterer over diskussionen på hans blog. Dele af diskussionen gled over til dette indlæg. [...]
<div class="comment-remix-meta"><a href="#" class="replyto" onclick="replyto('1368','Underholdningens tyranni &amp;laquo; Stemmen fra &Atilde;&yen;dalen'); return false;">Reply</a> </div>
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		<title>By: Alan De Smet</title>
		<link>http://www.gnomestew.com/gnome-rodeo/gnomalicious-gname-mastering-gnoodlings/comment-page-1#comment-1367</link>
		<dc:creator>Alan De Smet</dc:creator>
		<pubDate>Sat, 19 Jul 2008 06:12:42 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=250#comment-1367</guid>
		<description>One of the many problems is that we have no idea what WotC expects.  The DMG does emphasize ensuring that the story continues even on failure, which might indicate desired failure rates as high as 50%.  Or maybe it&#039;s more like fights, where you almost always win, suggesting 90% or so.  In my interpretation, higher complexities (longer challenges) shouldn&#039;t be harder or easier.  If you want to fiddle with the difficulty, fiddle with the DCs (and indeed, the version 2 update suggests just this). But maybe they do intend difficulty to go up as challenge length increases.  We have no idea.

I&#039;m also uncomfortable with the rapid jumps in the odds when you&#039;re in the 70ish percent range; the area I&#039;d consider the sweet spot.  A single point of difference can jump your chances 20% either way.  It seems like if you&#039;re in the sweet spot (wherever that is) you should have a few points of slop where the odd change, but not so radically.  Unfortunately the very nature of having so many rolls tends to cause clumping.

Analyzing Stalker0&#039;s two replacement systems 
( http://www.enworld.org/forum/showthread.php?t=232340
http://www.enworld.org/forum/showthread.php?t=230567 ) is next on my list.  He approached the problem with very similar goals to me, and I&#039;m interested in seeing if his rules work for me.

(Another goal is trying to make the page clearer.  It&#039;s jargon-o-riffic, doubly so since I invented some of the jargon. :-)&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;1367&#039;,&#039;Alan De Smet&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>One of the many problems is that we have no idea what WotC expects.  The DMG does emphasize ensuring that the story continues even on failure, which might indicate desired failure rates as high as 50%.  Or maybe it&#8217;s more like fights, where you almost always win, suggesting 90% or so.  In my interpretation, higher complexities (longer challenges) shouldn&#8217;t be harder or easier.  If you want to fiddle with the difficulty, fiddle with the DCs (and indeed, the version 2 update suggests just this). But maybe they do intend difficulty to go up as challenge length increases.  We have no idea.</p>
<p>I&#8217;m also uncomfortable with the rapid jumps in the odds when you&#8217;re in the 70ish percent range; the area I&#8217;d consider the sweet spot.  A single point of difference can jump your chances 20% either way.  It seems like if you&#8217;re in the sweet spot (wherever that is) you should have a few points of slop where the odd change, but not so radically.  Unfortunately the very nature of having so many rolls tends to cause clumping.</p>
<p>Analyzing Stalker0&#8217;s two replacement systems<br />
( <a href="http://www.enworld.org/forum/showthread.php?t=232340" rel="nofollow">http://www.enworld.org/forum/showthread.php?t=232340</a><br />
<a href="http://www.enworld.org/forum/showthread.php?t=230567" rel="nofollow">http://www.enworld.org/forum/showthread.php?t=230567</a> ) is next on my list.  He approached the problem with very similar goals to me, and I&#8217;m interested in seeing if his rules work for me.</p>
<p>(Another goal is trying to make the page clearer.  It&#8217;s jargon-o-riffic, doubly so since I invented some of the jargon. <img src='http://www.gnomestew.com/wp-includes/images/smilies/icon_smile.gif' alt=':-)' class='wp-smiley' />
<div class="comment-remix-meta"><a href="#" class="replyto" onclick="replyto('1367','Alan De Smet'); return false;">Reply</a> </div>
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		<title>By: Kurt "Telas" Schneider</title>
		<link>http://www.gnomestew.com/gnome-rodeo/gnomalicious-gname-mastering-gnoodlings/comment-page-1#comment-1365</link>
		<dc:creator>Kurt "Telas" Schneider</dc:creator>
		<pubDate>Sat, 19 Jul 2008 04:01:45 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=250#comment-1365</guid>
		<description>Nice work, Alan.  I think a critical element of the Skill Challenge is that losing one does not end the game.  Therefore the 95% success rate seems unnecessary, and I think we can assume lower numbers...  

I agree that it is a clusterf*ck (sorry, slipped into Army lingo there).  I don&#039;t know what WotC was aiming for, but instinct tells me to go for a sliding success rate of 75% at CD 1 to about 25% at CD 5.  Per your table, that&#039;s roughly where the DC is about 6 points higher than the skill modifier, or a character with a +9 Diplomacy trying to negotiate a DC15 issue.  Given that a +9 modifier is possible for a first level &quot;primary skill&quot;, and DC15 is &quot;hard, but possible&quot; at first level, that actually sounds about right.  I haven&#039;t seen higher level characters, so I have no idea how that relationship scales.

Whew.  Did I say, &quot;Nice work&quot;?&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;1365&#039;,&#039;Kurt \&quot;Telas\&quot; Schneider&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Nice work, Alan.  I think a critical element of the Skill Challenge is that losing one does not end the game.  Therefore the 95% success rate seems unnecessary, and I think we can assume lower numbers&#8230;  </p>
<p>I agree that it is a clusterf*ck (sorry, slipped into Army lingo there).  I don&#8217;t know what WotC was aiming for, but instinct tells me to go for a sliding success rate of 75% at CD 1 to about 25% at CD 5.  Per your table, that&#8217;s roughly where the DC is about 6 points higher than the skill modifier, or a character with a +9 Diplomacy trying to negotiate a DC15 issue.  Given that a +9 modifier is possible for a first level &#8220;primary skill&#8221;, and DC15 is &#8220;hard, but possible&#8221; at first level, that actually sounds about right.  I haven&#8217;t seen higher level characters, so I have no idea how that relationship scales.</p>
<p>Whew.  Did I say, &#8220;Nice work&#8221;?
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		<title>By: Martin Ralya</title>
		<link>http://www.gnomestew.com/gnome-rodeo/gnomalicious-gname-mastering-gnoodlings/comment-page-1#comment-1362</link>
		<dc:creator>Martin Ralya</dc:creator>
		<pubDate>Fri, 18 Jul 2008 21:34:57 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=250#comment-1362</guid>
		<description>@Alan: Welcome to next week&#039;s Rodeo lineup, Alan -- that&#039;s awesome.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;1362&#039;,&#039;Martin Ralya&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>@Alan: Welcome to next week&#8217;s Rodeo lineup, Alan &#8212; that&#8217;s awesome.
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		<title>By: Alan De Smet</title>
		<link>http://www.gnomestew.com/gnome-rodeo/gnomalicious-gname-mastering-gnoodlings/comment-page-1#comment-1361</link>
		<dc:creator>Alan De Smet</dc:creator>
		<pubDate>Fri, 18 Jul 2008 21:03:42 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=250#comment-1361</guid>
		<description>The errata did overhaul the skill challenges.  To crudely (and slightly inaccurately) summarize: all DCs dropped by 10 (5 if you weren&#039;t using the footnote on the DC table that said +5 for skill checks).  The number of failures for success is now always 3 for all complexities.

The steep slope of failure is shallower, but still problematically steep.  And now instead of insanely hard as written, it&#039;s insanely easy.  For the arguably common case, you simply can&#039;t fail at most levels.

It&#039;s entire possible that it&#039;s not broken, just poorly described.  The errata is a very mechanical &quot;change this number to this number.&quot;  We have never gotten a design overview from them that would help explain what they&#039;re thinking.  Such an overview would massively help.  Indeed, I suspect the original system wasn&#039;t broken for WotC because when they played the game, they drifted the system is small ways that didn&#039;t get noted in the manual.  Something as simple as &quot;good ideas almost always earned +2 circumstance bonus&quot; radically changed the results.

Ultimately the new system still has radical spikes in failure rates for relatively small modifiers, especially if you&#039;re shooting for success rates in the 50-80% range.

My full analysis of both the old and new system, chock full of numbers: http://www.highprogrammer.com/alan/gaming/dnd/4e/skill-challenge-broken.html&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;1361&#039;,&#039;Alan De Smet&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>The errata did overhaul the skill challenges.  To crudely (and slightly inaccurately) summarize: all DCs dropped by 10 (5 if you weren&#8217;t using the footnote on the DC table that said +5 for skill checks).  The number of failures for success is now always 3 for all complexities.</p>
<p>The steep slope of failure is shallower, but still problematically steep.  And now instead of insanely hard as written, it&#8217;s insanely easy.  For the arguably common case, you simply can&#8217;t fail at most levels.</p>
<p>It&#8217;s entire possible that it&#8217;s not broken, just poorly described.  The errata is a very mechanical &#8220;change this number to this number.&#8221;  We have never gotten a design overview from them that would help explain what they&#8217;re thinking.  Such an overview would massively help.  Indeed, I suspect the original system wasn&#8217;t broken for WotC because when they played the game, they drifted the system is small ways that didn&#8217;t get noted in the manual.  Something as simple as &#8220;good ideas almost always earned +2 circumstance bonus&#8221; radically changed the results.</p>
<p>Ultimately the new system still has radical spikes in failure rates for relatively small modifiers, especially if you&#8217;re shooting for success rates in the 50-80% range.</p>
<p>My full analysis of both the old and new system, chock full of numbers: <a href="http://www.highprogrammer.com/alan/gaming/dnd/4e/skill-challenge-broken.html" rel="nofollow">http://www.highprogrammer.com/alan/gaming/dnd/4e/skill-challenge-broken.html</a>
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		<title>By: Kurt "Telas" Schneider</title>
		<link>http://www.gnomestew.com/gnome-rodeo/gnomalicious-gname-mastering-gnoodlings/comment-page-1#comment-1360</link>
		<dc:creator>Kurt "Telas" Schneider</dc:creator>
		<pubDate>Fri, 18 Jul 2008 17:42:55 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=250#comment-1360</guid>
		<description>Agreed re: Chatty&#039;s &quot;Tyranny of Fun&quot; rant.  

I am really tired of the pseudo-intellectual overanalysis of games and mechanics, often by people who &lt;i&gt;don&#039;t even play the game&lt;/i&gt;.  Before it was launched, I read that 4E was going to be everything from the Holy Grail of Gaming to a &lt;a href=&quot;http://hotlard.files.wordpress.com/2008/04/1203354101017oz7.jpg&quot; rel=&quot;nofollow&quot;&gt;40 lb Box of Rape&lt;/a&gt;.  You&#039;d think that this kind of worship/vitriol would have stopped once people actually played the damned game.

I know we&#039;re geeks, but for the love of all that is holy, &lt;b&gt;stop perpetuating the stereotype of gamers as argumentative overthinkers&lt;/b&gt;.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;1360&#039;,&#039;Kurt \&quot;Telas\&quot; Schneider&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Agreed re: Chatty&#8217;s &#8220;Tyranny of Fun&#8221; rant.  </p>
<p>I am really tired of the pseudo-intellectual overanalysis of games and mechanics, often by people who <i>don&#8217;t even play the game</i>.  Before it was launched, I read that 4E was going to be everything from the Holy Grail of Gaming to a <a href="http://hotlard.files.wordpress.com/2008/04/1203354101017oz7.jpg" rel="nofollow">40 lb Box of Rape</a>.  You&#8217;d think that this kind of worship/vitriol would have stopped once people actually played the damned game.</p>
<p>I know we&#8217;re geeks, but for the love of all that is holy, <b>stop perpetuating the stereotype of gamers as argumentative overthinkers</b>.
<div class="comment-remix-meta"><a href="#" class="replyto" onclick="replyto('1360','Kurt \&quot;Telas\&quot; Schneider'); return false;">Reply</a> </div>
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		<title>By: Patrick Benson</title>
		<link>http://www.gnomestew.com/gnome-rodeo/gnomalicious-gname-mastering-gnoodlings/comment-page-1#comment-1359</link>
		<dc:creator>Patrick Benson</dc:creator>
		<pubDate>Fri, 18 Jul 2008 14:40:36 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=250#comment-1359</guid>
		<description>Chatty&#039;s post was excellent!&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;1359&#039;,&#039;Patrick Benson&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Chatty&#8217;s post was excellent!
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		<title>By: Kurt "Telas" Schneider</title>
		<link>http://www.gnomestew.com/gnome-rodeo/gnomalicious-gname-mastering-gnoodlings/comment-page-1#comment-1358</link>
		<dc:creator>Kurt "Telas" Schneider</dc:creator>
		<pubDate>Fri, 18 Jul 2008 14:24:38 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=250#comment-1358</guid>
		<description>4E Skill Challenges were brokety-broke-broke, and desperately needed an overhaul.  The overhaul looks good (no initiative order, characters aren&#039;t required to participate, all DCs are dropped by 5, etc), but we haven&#039;t playtested it yet...&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;1358&#039;,&#039;Kurt \&quot;Telas\&quot; Schneider&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>4E Skill Challenges were brokety-broke-broke, and desperately needed an overhaul.  The overhaul looks good (no initiative order, characters aren&#8217;t required to participate, all DCs are dropped by 5, etc), but we haven&#8217;t playtested it yet&#8230;
<div class="comment-remix-meta"><a href="#" class="replyto" onclick="replyto('1358','Kurt \&quot;Telas\&quot; Schneider'); return false;">Reply</a> </div>
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		<title>By: Adam Nave</title>
		<link>http://www.gnomestew.com/gnome-rodeo/gnomalicious-gname-mastering-gnoodlings/comment-page-1#comment-1357</link>
		<dc:creator>Adam Nave</dc:creator>
		<pubDate>Fri, 18 Jul 2008 13:16:46 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=250#comment-1357</guid>
		<description>There are some more power cards available from the EN Wiki, as well as instructions on how to make your own. See the &quot;Templates&quot; section, since most folks keep the pre-made cards with their templates.

http://www.enworld.org/wiki/index.php/4e_MSE_Power_Cards&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;1357&#039;,&#039;Adam Nave&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>There are some more power cards available from the EN Wiki, as well as instructions on how to make your own. See the &#8220;Templates&#8221; section, since most folks keep the pre-made cards with their templates.</p>
<p><a href="http://www.enworld.org/wiki/index.php/4e_MSE_Power_Cards" rel="nofollow">http://www.enworld.org/wiki/index.php/4e_MSE_Power_Cards</a>
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		<title>By: Bartoneus</title>
		<link>http://www.gnomestew.com/gnome-rodeo/gnomalicious-gname-mastering-gnoodlings/comment-page-1#comment-1356</link>
		<dc:creator>Bartoneus</dc:creator>
		<pubDate>Fri, 18 Jul 2008 11:44:43 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=250#comment-1356</guid>
		<description>I still really want to see Wanted (haha), but I&#039;m on only 2 hours of sleep because we went to see a midnight showing of Dark Knight last night which is an absolutely amazing movie.  Disturbing, but you have to go see it!&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;1356&#039;,&#039;Bartoneus&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I still really want to see Wanted (haha), but I&#8217;m on only 2 hours of sleep because we went to see a midnight showing of Dark Knight last night which is an absolutely amazing movie.  Disturbing, but you have to go see it!
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		<title>By: koranes</title>
		<link>http://www.gnomestew.com/gnome-rodeo/gnomalicious-gname-mastering-gnoodlings/comment-page-1#comment-1355</link>
		<dc:creator>koranes</dc:creator>
		<pubDate>Fri, 18 Jul 2008 08:09:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=250#comment-1355</guid>
		<description>I really like your link-rodeos!!! keep up the good work!&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;1355&#039;,&#039;koranes&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I really like your link-rodeos!!! keep up the good work!
<div class="comment-remix-meta"><a href="#" class="replyto" onclick="replyto('1355','koranes'); return false;">Reply</a> </div>
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