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Seeking Ideas for a Skill Challenge
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<blockquote data-quote="Balesir" data-source="post: 6429773" data-attributes="member: 27160"><p>Actually, [MENTION=6696971]Manbearcat[/MENTION]'s reply gives me a better idea for stakes setting than my original one: let the players decide the de-facto complexity.</p><p></p><p>Start by setting the d6 roll needed to recover surges and daily powers at 7+ (i.e., impossible). Every two successes that the characters earn gets this reduced by 1, so that a princely 12 successes (i.e. a complexity 5 challenge) spent scouting the area, finding a good location, improving and fortifying that location and camoflaging their presence (to give a few example tasks that could make a difference) will get them a "regular" extended rest. A quick scout and site selection (2 successes, with perception plus dungeoneering, maybe), on the other hand, will get them a "rest" that will return 1 in 6 surges spent/lost and give a 1 in 6 shot at recovering each daily power used. Each failure should cost surges, result in minor encounters (low level, but no XP gained as they are part of the skill challenge), exposure to diseases or some other trouble. The challenge is allowed to continue until either the characters find the perfect rest spot (12 successes) or the players give up and either decide to rest in suboptimal conditions or change their plans completely.</p></blockquote><p></p>
[QUOTE="Balesir, post: 6429773, member: 27160"] Actually, [MENTION=6696971]Manbearcat[/MENTION]'s reply gives me a better idea for stakes setting than my original one: let the players decide the de-facto complexity. Start by setting the d6 roll needed to recover surges and daily powers at 7+ (i.e., impossible). Every two successes that the characters earn gets this reduced by 1, so that a princely 12 successes (i.e. a complexity 5 challenge) spent scouting the area, finding a good location, improving and fortifying that location and camoflaging their presence (to give a few example tasks that could make a difference) will get them a "regular" extended rest. A quick scout and site selection (2 successes, with perception plus dungeoneering, maybe), on the other hand, will get them a "rest" that will return 1 in 6 surges spent/lost and give a 1 in 6 shot at recovering each daily power used. Each failure should cost surges, result in minor encounters (low level, but no XP gained as they are part of the skill challenge), exposure to diseases or some other trouble. The challenge is allowed to continue until either the characters find the perfect rest spot (12 successes) or the players give up and either decide to rest in suboptimal conditions or change their plans completely. [/QUOTE]
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