| This system made me though about an alternative. I'm not huge fan of using spread sheet to manage my skill challenge, so here a "light" version of this system.
This system is based on 5 characters group.
- For the skill challenge, the DM choose 3 objectives. For example, in the labyrinth skill challenge the 3 objectives could be : 1. find your way 2. bypass traps 3. don't get caught by the monter patrols
- For each objective, you choose a negative effect. For example, it could be 1. find your way : the party gets +2 to all DC for the next turn 2. bypass trap : each character loose a healing surge 3. don't get caught by monter patrols : an encounter of the party's level (or each character loose 2 healing surges if you don't want to throw a fight)
- Each turn, every player have to make a skill check. The player decides wich objective he will try to get progress in.
- If in a turn (one turn ends when each players have rolled) there's not at least on sucess made in one or more objectives, the group takes a negative effect based on the objective(s). Penalties can be cumulatives (if there's no sucess in more than one objective).
- The DC are those at p.42. However, the DM choose if the DC is easy, medium or hard based on the player's description. If the player describe a nice and original way (or a very good idea, a good interpretation, etc) to use his skill, the DM will select an easy DC to oppose his check. On the other hand, if the description is basic, unoriginal, not very clever or not really appropriate, he will select the hard DC. That way, a very good role play or clever idea from a character with an average skill bonus still have a very good chance of suceeding.
- The challenge is completed when the group accumulated a number of successes. This rule make failure nearly impossible, pretty much like in combat. You expect the party to win.
- You can had the use of action points and critical hits (natural 20) in the same way has in Obsidian. An action point let you reroll, a natural 20 gives you 2 sucesses. |