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A 4e Bar Fight...how to do it?
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<blockquote data-quote="jbear" data-source="post: 5022087" data-attributes="member: 75065"><p>Do the PCs have a goal or is it just a random place and a random event?</p><p> </p><p>If they had a goal, say... reach the VIP area upstairs to talk to the head of the local Mafia, then i think a skill challenge would have a very clear sense of purpose (other than just beat the living heck out of anything that moves); in saying that you could have the skill challenge side dedicated to moving through the area quickly and the combat side going as well to knock obstacles (brawlers) out of the way.</p><p> </p><p>Lets say all the brawlers are minions.</p><p>For a group to advance it has to knock down at least two minions in a round.</p><p>If achieved the next round they can make a skill check to move (athletics: jump over a table acrobatics: swing from a chandalier). Let the players be creative with their use of the terrain here... i.e. the wizard uses arcana to make his mage hand send the hot soup flying at the tangle of bodies in front of him. They scramble back in pain allowing him to calmly walk a good 4 squares towards the stairs. Degree of success and creativity could vary how quickly they advance.</p><p> </p><p>Success by more than 5 could also allow an attack as part of the movement: the rogue swings above the heads of the patrons hanging from the chandelaire and kicks the burly butcher in the face before he nimbly lands on his feet on the other side of the table.</p><p> </p><p>If the group sticks together, advancing should be fairly quick and simple. If they split up they might find it increasingly difficult to take down 2 minion brawlers in a round to be able to advance.</p><p> </p><p>You could even have a random event table that you roll on each round for out of the blue things to happen that could add to the fun/danger/difficulty: say a halfling takes a dive and his bag of marbles spills across the floor...</p><p> </p><p>If you had say 6 factions involved in the fight, each with a different colour code, at the beginning of each round you could roll a Saving Throw for each faction. Success would mean that all or some of the downed brawlers/minions of that faction get back to their feet and rejoin the fight.</p><p> </p><p>You could use the massive inn from the Village of Hommlet, make it three storied (laser copies) and have exciting ways for the PCs to get from one level to another, to make it more interesting/excitng/difficult to reach the VIP area of the Mafia Boss, who of course is watching the preceedings bemused and judging the PCs efforts. </p><p> </p><p>If you don't want it to draw out too long you can decide when they have made enough successes or failures to impress/annoy the Mafia Boss who at that point raises his voice and stops the Pub Brawl in its tracks. Success or failure on the skill challenge greatly influencing his reactions towards the PCs.</p><p> </p><p>Of course, you probably don't have a Mafia Boss that the PCs are trying to reach in your game, but I thing having a goal for them to achieve brings life to the situation, and the Mafia boss concept is easily applied to whatever is appropriate for your game.</p><p> </p><p>From personal experience, fights and simultaneous skill challenges are awesome fun!</p></blockquote><p></p>
[QUOTE="jbear, post: 5022087, member: 75065"] Do the PCs have a goal or is it just a random place and a random event? If they had a goal, say... reach the VIP area upstairs to talk to the head of the local Mafia, then i think a skill challenge would have a very clear sense of purpose (other than just beat the living heck out of anything that moves); in saying that you could have the skill challenge side dedicated to moving through the area quickly and the combat side going as well to knock obstacles (brawlers) out of the way. Lets say all the brawlers are minions. For a group to advance it has to knock down at least two minions in a round. If achieved the next round they can make a skill check to move (athletics: jump over a table acrobatics: swing from a chandalier). Let the players be creative with their use of the terrain here... i.e. the wizard uses arcana to make his mage hand send the hot soup flying at the tangle of bodies in front of him. They scramble back in pain allowing him to calmly walk a good 4 squares towards the stairs. Degree of success and creativity could vary how quickly they advance. Success by more than 5 could also allow an attack as part of the movement: the rogue swings above the heads of the patrons hanging from the chandelaire and kicks the burly butcher in the face before he nimbly lands on his feet on the other side of the table. If the group sticks together, advancing should be fairly quick and simple. If they split up they might find it increasingly difficult to take down 2 minion brawlers in a round to be able to advance. You could even have a random event table that you roll on each round for out of the blue things to happen that could add to the fun/danger/difficulty: say a halfling takes a dive and his bag of marbles spills across the floor... If you had say 6 factions involved in the fight, each with a different colour code, at the beginning of each round you could roll a Saving Throw for each faction. Success would mean that all or some of the downed brawlers/minions of that faction get back to their feet and rejoin the fight. You could use the massive inn from the Village of Hommlet, make it three storied (laser copies) and have exciting ways for the PCs to get from one level to another, to make it more interesting/excitng/difficult to reach the VIP area of the Mafia Boss, who of course is watching the preceedings bemused and judging the PCs efforts. If you don't want it to draw out too long you can decide when they have made enough successes or failures to impress/annoy the Mafia Boss who at that point raises his voice and stops the Pub Brawl in its tracks. Success or failure on the skill challenge greatly influencing his reactions towards the PCs. Of course, you probably don't have a Mafia Boss that the PCs are trying to reach in your game, but I thing having a goal for them to achieve brings life to the situation, and the Mafia boss concept is easily applied to whatever is appropriate for your game. From personal experience, fights and simultaneous skill challenges are awesome fun! [/QUOTE]
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