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Size, Carrying Capacity, Strength, Athletics, Mobility
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<blockquote data-quote="Jefe Bergenstein" data-source="post: 9258739" data-attributes="member: 31506"><p>So for example in our last game the party decided to lure a fairly smart brigand leader out of his lair under false premises to an ambush. They wanted him to go alone, which I had already decided didn't make sense for the character, so that wasn't on the table. On a success, he would send some lieutenants to investigate the claims, which would be a moderate challenge to ambush and defeat, weakening his base for further assault. On a crit he would actually investigate himself with a few retainers, leaving the tougher lieutenants back to manage things. Failure would be either he was wasn't interested/didnt believe them and a crit failure meant he would try and imprison the party members sent to parlay to ransom (or probably kill them if they resisted). The party presented a good idea, and rolled well, so he and a few goons went off with them. To my surprise the party ended up allying with him upon learning more of his backstory and ended up ambushing and killing the captain of the guard instead, but that's another story.</p><p></p><p>When I run a skill challenge, it tends to need X degrees of success before Y failures. Crits count as two successes. I like lower DC's (5-10-15) so people with investment are more likely to crit. I crib a lot from PF2E, so complicated traps with an in combat routine require multiple checks to disarm, critting lets you redirect the next attack.</p><p></p><p>Off the cuff, I would say something like athletics running faster a DC 10 to increase movement by 10, crit/DC 20 to Dash as a bonus action. Failure you can have it at the cost of an exhaustion. My exhaustion is more forgiving, losing a degree on a short rest/lesser restoration.</p></blockquote><p></p>
[QUOTE="Jefe Bergenstein, post: 9258739, member: 31506"] So for example in our last game the party decided to lure a fairly smart brigand leader out of his lair under false premises to an ambush. They wanted him to go alone, which I had already decided didn't make sense for the character, so that wasn't on the table. On a success, he would send some lieutenants to investigate the claims, which would be a moderate challenge to ambush and defeat, weakening his base for further assault. On a crit he would actually investigate himself with a few retainers, leaving the tougher lieutenants back to manage things. Failure would be either he was wasn't interested/didnt believe them and a crit failure meant he would try and imprison the party members sent to parlay to ransom (or probably kill them if they resisted). The party presented a good idea, and rolled well, so he and a few goons went off with them. To my surprise the party ended up allying with him upon learning more of his backstory and ended up ambushing and killing the captain of the guard instead, but that's another story. When I run a skill challenge, it tends to need X degrees of success before Y failures. Crits count as two successes. I like lower DC's (5-10-15) so people with investment are more likely to crit. I crib a lot from PF2E, so complicated traps with an in combat routine require multiple checks to disarm, critting lets you redirect the next attack. Off the cuff, I would say something like athletics running faster a DC 10 to increase movement by 10, crit/DC 20 to Dash as a bonus action. Failure you can have it at the cost of an exhaustion. My exhaustion is more forgiving, losing a degree on a short rest/lesser restoration. [/QUOTE]
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