Piratecat
Sesquipedalian
For folks interested in skill challenges --
In the 3rd lvl Merchant Prince game last night, I used the attached skill challenge to have seven PCs cross a narrow maze of stone walkways with lava on every side and magical walls of fire roaring through the maze. It was unusual in that each of the six PCs had to perform a separate type 1 (4 successes before 3 failures) skill challenge. I had to maintain tension and move them along quickly so people wouldn't get bored. I think it worked really well, though.
I handed out this sheet:
[sblock=Skill challenge - Exit the Temple Hall!]
You must navigate the walkways between pools of bubbling magma to move towards the temple’s exit – but this is complicated by sheets of fire that roar unpredictably along the stone, and by slippery coins scattered along the path.
Each person must complete a type one skill challenge: 4 successes before three failures. That means you have to make four skill rolls on the Primary Skills list below, before you fail three rolls. The DC you’re shooting for starts at DC 12 and increases by +2 every time you use the same skill more than once. A failure on one of these checks causes you to lose a healing surge as a wall of fire sweeps over you.
If you’re in the middle of the skill challenge, you can successfully use a Secondary Skill (again, DC 12) to give yourself +2 to your next Primary skill roll. A success here doesn’t count towards your overall successes for completing the challenge; a failure causes you to lose a healing surge as a wall of fire sweeps over you.
If you are not the person trying to complete the challenge, you can assist by using the Secondary skills. Shoot for a DC 12; success gives the person +2, failure gives them -2 on their next Primary roll. Every time you try to use the same skill to help the same person, the DC rises by two.
(Example: Sarah wants to help Leominster avoid the fire, and she uses the insight skill to guess where the fire is coming next. The first time she tries, she needs to hit DC 12. The second time she tries, her target is DC 14.)
If you fail the skill challenge, you have slipped into the lava. This is bad.
Primary skills (start at DC 12): acrobatics, athletics, dungeoneering, insight. DC goes up by 2 every time the same skill is used.
Secondary skills (start at DC 12): arcana, dungeoneering, insight, nature, religion.
Special: While you’re performing the skill challenge, you can stop to scoop up treasure! Make one or more DC 17 Acrobatics or Thievery checks. Success results in treasure! Failure results in losing a healing surge as the fire sweeps over you. These checks don’t count towards your success, but they don’t get more difficult as you keep trying them.
Gathering all the treasure (5 successful checks) will lower target DCs by 2 for everyone coming after you, because the slippery gold no longer covers the path.[/sblock]
Some characters made it over with no problem at all. One PC was lofted in a fireman's carry by another PC (-4 to all his checks). The two clumsy heroes had real trouble and relied on assistance from the other party members in order to cross. Interestingly, the first two heroes across picked up all the treasure, lowering the DCs by two - and that made the difference between about four or five successes vs. failures. The rising DCs resulted in some meaningful choices by the players, instead of just relying on their standard skills.
I wouldn't want to do "every party member has a separate challenge" very often at all, but for this purpose (crossing the lava, with lots of individual risk) it seemed like the right choice.
I definitely like the explicit skill challenge more than the hidden one. Making them explicit and awarding successes has so far created more tension, and I think I've ended up with very focused players strategizing how to win, even while they're staying in character. They're a pain to build, though. I am hopeful that the DDI will end up creating a tool to make this easier.
In the 3rd lvl Merchant Prince game last night, I used the attached skill challenge to have seven PCs cross a narrow maze of stone walkways with lava on every side and magical walls of fire roaring through the maze. It was unusual in that each of the six PCs had to perform a separate type 1 (4 successes before 3 failures) skill challenge. I had to maintain tension and move them along quickly so people wouldn't get bored. I think it worked really well, though.
I handed out this sheet:
[sblock=Skill challenge - Exit the Temple Hall!]
Exit the Temple Hall!
You must navigate the walkways between pools of bubbling magma to move towards the temple’s exit – but this is complicated by sheets of fire that roar unpredictably along the stone, and by slippery coins scattered along the path.
Each person must complete a type one skill challenge: 4 successes before three failures. That means you have to make four skill rolls on the Primary Skills list below, before you fail three rolls. The DC you’re shooting for starts at DC 12 and increases by +2 every time you use the same skill more than once. A failure on one of these checks causes you to lose a healing surge as a wall of fire sweeps over you.
If you’re in the middle of the skill challenge, you can successfully use a Secondary Skill (again, DC 12) to give yourself +2 to your next Primary skill roll. A success here doesn’t count towards your overall successes for completing the challenge; a failure causes you to lose a healing surge as a wall of fire sweeps over you.
If you are not the person trying to complete the challenge, you can assist by using the Secondary skills. Shoot for a DC 12; success gives the person +2, failure gives them -2 on their next Primary roll. Every time you try to use the same skill to help the same person, the DC rises by two.
(Example: Sarah wants to help Leominster avoid the fire, and she uses the insight skill to guess where the fire is coming next. The first time she tries, she needs to hit DC 12. The second time she tries, her target is DC 14.)
If you fail the skill challenge, you have slipped into the lava. This is bad.
Primary skills (start at DC 12): acrobatics, athletics, dungeoneering, insight. DC goes up by 2 every time the same skill is used.
Secondary skills (start at DC 12): arcana, dungeoneering, insight, nature, religion.
Special: While you’re performing the skill challenge, you can stop to scoop up treasure! Make one or more DC 17 Acrobatics or Thievery checks. Success results in treasure! Failure results in losing a healing surge as the fire sweeps over you. These checks don’t count towards your success, but they don’t get more difficult as you keep trying them.
Gathering all the treasure (5 successful checks) will lower target DCs by 2 for everyone coming after you, because the slippery gold no longer covers the path.[/sblock]
Some characters made it over with no problem at all. One PC was lofted in a fireman's carry by another PC (-4 to all his checks). The two clumsy heroes had real trouble and relied on assistance from the other party members in order to cross. Interestingly, the first two heroes across picked up all the treasure, lowering the DCs by two - and that made the difference between about four or five successes vs. failures. The rising DCs resulted in some meaningful choices by the players, instead of just relying on their standard skills.
I wouldn't want to do "every party member has a separate challenge" very often at all, but for this purpose (crossing the lava, with lots of individual risk) it seemed like the right choice.
I definitely like the explicit skill challenge more than the hidden one. Making them explicit and awarding successes has so far created more tension, and I think I've ended up with very focused players strategizing how to win, even while they're staying in character. They're a pain to build, though. I am hopeful that the DDI will end up creating a tool to make this easier.
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