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Advice regarding 'Skill Challenge'
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<blockquote data-quote="the Jester" data-source="post: 6484420" data-attributes="member: 1210"><p>Oooh, I love skill challenges- I'm actually in the middle of writing up what I think is going to be the final arc of my epic level 4e campaign, including separate SCs to summon Charon while on the banks of the River Styx and then persuade him to reveal information that was wiped from the memory of the universe via an epic ritual using the River Styx and an artifact as foci (but as Charon is immune to the River Styx' effect, he still knows).</p><p></p><p>Anyway, to begin with, I love the 'various levels of success' thing, and for the record, I consider this to be a 'proper' skill challenge; the base mechanics are better when tweaked to suit the challenge, as we saw over the life of 4e, so I think this is a legit SC. </p><p></p><p>So then- I think [MENTION=20805]Primitive Screwhead[/MENTION] has the phases right. Personally, if I were doing this skill challenge, it would be an extended one that took a good hour of real time and mixes in some elements that do real damage/cost surges.</p><p></p><p>So starting with <em>Phase 1: Thar's a storm coming!</em>, here's what I'd do. </p><p></p><p>During this phase, things would kick off with a Nature check from whoever the lookout/crow's nest guy/whatever was, to determine how much warning the ship had. Then maybe some kind of Navigation check to see how well they avoid or enter the storm. Running from it, given the pc's status with the storm god, seems like a way to never, ever reach their destination, so I suspect they will have to enter it eventually; even if they find shelter from this one, another will come when they try again. So yeah, some kind of Navigation check as they enter the storm and again periodically as they move through it.</p><p></p><p><em>Phase 2: The Storm Hits</em></p><p></p><p>I'd start with terrific winds and sudden waves; maybe require a check (Athletics, Acrobatics, or Endurance, at each character's option) to avoid being pushed toward the edge of the ship. Anyone who fails still gets a save to avoid falling overboard. <em>This doesn't count toward the overall challenge,</em> it's an additional complication.</p><p></p><p>Then the people on the ship can make some very difficult attempts to rescue any men overboard, or let them go and try to struggle on. Rescue attempts should be very hard, and anyone foolish enough to dive in to the sea in the attempt is likely to be lost as well. Those pc guys are heroic, though, and maybe will have some powers to help them. Regardless, the chill water and strenuousness of the attempt might require hard Endurance checks to avoid losing a healing surge. <em>And this still doesn't count toward the overall challenge.</em></p><p></p><p>When they move on with whatever losses, the next thing I'd do is require another Navigation check. It would also set the difficulty of the next element of the challenge- the better the Navigation check, the easier the next thing.</p><p></p><p>I think I'd go with a few of barrels of water/food/something important breaking loose on deck. Quick, how do you stop them from rolling around and battering a bunch of the crew? And how do you stop them from going overboard (or do you)? Unless they think quickly, a few people might get injured.</p><p></p><p>This has been going on for hours, now! Make Endurance checks or lose a surge. (You may choose to make experienced sailor npcs immune to this one, since they'll only have one to three surges, and... well, this is designed to wear down pcs, who have more.)</p><p></p><p>Whoever is steering, make a Nature check to turn the ship against this next swell or the hull takes damage. </p><p></p><p>One of the lesser masts snaps in the wind. Dodge! Several people on deck, Make Acrobatics check or lose a surge. Then it tumbles off- but the ropes lash everyone. Make an attack against whoever is close enough. If it hits, lose a surge. </p><p></p><p><em>Phase 3: Storm Peak</em></p><p></p><p>Everyone is growing exhausted as the storm rages hour after hour. Make Endurance checks or lose another surge.</p><p></p><p>Keep navigating! Harder checks!</p><p></p><p>The boom swings loose, everyone on deck make an Acrobatics check to avoid damage! (This doesn't count toward the overall challenge.) Someone could try to catch it by making a very hard Athletics check. Or maybe using a power to stop it, if they have an appropriate one. </p><p></p><p>Lightning strikes the mainmast! Quick, save it or it will crack. Put that fire out! Whoever is in the crow's nest, if an npc, is cooked. If a pc, ouch! Lots of damage.</p><p></p><p>Another massive wave threatening to sweep crew overboard. (Again, doesn't count to the main challenge.)</p><p></p><p>The hours are wearing on- the exhaustion builds. Endurance or lose another surge!</p><p></p><p>More navigation! Harder! Which way are we going? Make a Nature or Perception check! Athletics to hold the wheel!</p><p></p><p>Too much water! To the pumps! Athletics and/or Endurance!</p><p></p><p>Waterborn debris smashes into the ship's hull. Quick, patch it or fix it somehow!</p><p></p><p>Several crewmen panic. Talk them down or threaten them, but whatever it takes, get them back to work! If you let them run and hide, the panic will spread. </p><p></p><p>Navigate through to the other side at last!</p><p></p><p>Phase 4: picking up the peices</p><p></p><p>One more Endurance check to avoid losing another surge, just to top things off. Some surviving sailors probably drop from exhaustion. Adjudicate results. </p><p></p><p>I'd love to see what you eventually come up with and to hear how it goes.</p></blockquote><p></p>
[QUOTE="the Jester, post: 6484420, member: 1210"] Oooh, I love skill challenges- I'm actually in the middle of writing up what I think is going to be the final arc of my epic level 4e campaign, including separate SCs to summon Charon while on the banks of the River Styx and then persuade him to reveal information that was wiped from the memory of the universe via an epic ritual using the River Styx and an artifact as foci (but as Charon is immune to the River Styx' effect, he still knows). Anyway, to begin with, I love the 'various levels of success' thing, and for the record, I consider this to be a 'proper' skill challenge; the base mechanics are better when tweaked to suit the challenge, as we saw over the life of 4e, so I think this is a legit SC. So then- I think [MENTION=20805]Primitive Screwhead[/MENTION] has the phases right. Personally, if I were doing this skill challenge, it would be an extended one that took a good hour of real time and mixes in some elements that do real damage/cost surges. So starting with [I]Phase 1: Thar's a storm coming![/I], here's what I'd do. During this phase, things would kick off with a Nature check from whoever the lookout/crow's nest guy/whatever was, to determine how much warning the ship had. Then maybe some kind of Navigation check to see how well they avoid or enter the storm. Running from it, given the pc's status with the storm god, seems like a way to never, ever reach their destination, so I suspect they will have to enter it eventually; even if they find shelter from this one, another will come when they try again. So yeah, some kind of Navigation check as they enter the storm and again periodically as they move through it. [I]Phase 2: The Storm Hits[/I] I'd start with terrific winds and sudden waves; maybe require a check (Athletics, Acrobatics, or Endurance, at each character's option) to avoid being pushed toward the edge of the ship. Anyone who fails still gets a save to avoid falling overboard. [i]This doesn't count toward the overall challenge,[/i] it's an additional complication. Then the people on the ship can make some very difficult attempts to rescue any men overboard, or let them go and try to struggle on. Rescue attempts should be very hard, and anyone foolish enough to dive in to the sea in the attempt is likely to be lost as well. Those pc guys are heroic, though, and maybe will have some powers to help them. Regardless, the chill water and strenuousness of the attempt might require hard Endurance checks to avoid losing a healing surge. [i]And this still doesn't count toward the overall challenge.[/i] When they move on with whatever losses, the next thing I'd do is require another Navigation check. It would also set the difficulty of the next element of the challenge- the better the Navigation check, the easier the next thing. I think I'd go with a few of barrels of water/food/something important breaking loose on deck. Quick, how do you stop them from rolling around and battering a bunch of the crew? And how do you stop them from going overboard (or do you)? Unless they think quickly, a few people might get injured. This has been going on for hours, now! Make Endurance checks or lose a surge. (You may choose to make experienced sailor npcs immune to this one, since they'll only have one to three surges, and... well, this is designed to wear down pcs, who have more.) Whoever is steering, make a Nature check to turn the ship against this next swell or the hull takes damage. One of the lesser masts snaps in the wind. Dodge! Several people on deck, Make Acrobatics check or lose a surge. Then it tumbles off- but the ropes lash everyone. Make an attack against whoever is close enough. If it hits, lose a surge. [I]Phase 3: Storm Peak[/I] Everyone is growing exhausted as the storm rages hour after hour. Make Endurance checks or lose another surge. Keep navigating! Harder checks! The boom swings loose, everyone on deck make an Acrobatics check to avoid damage! (This doesn't count toward the overall challenge.) Someone could try to catch it by making a very hard Athletics check. Or maybe using a power to stop it, if they have an appropriate one. Lightning strikes the mainmast! Quick, save it or it will crack. Put that fire out! Whoever is in the crow's nest, if an npc, is cooked. If a pc, ouch! Lots of damage. Another massive wave threatening to sweep crew overboard. (Again, doesn't count to the main challenge.) The hours are wearing on- the exhaustion builds. Endurance or lose another surge! More navigation! Harder! Which way are we going? Make a Nature or Perception check! Athletics to hold the wheel! Too much water! To the pumps! Athletics and/or Endurance! Waterborn debris smashes into the ship's hull. Quick, patch it or fix it somehow! Several crewmen panic. Talk them down or threaten them, but whatever it takes, get them back to work! If you let them run and hide, the panic will spread. Navigate through to the other side at last! Phase 4: picking up the peices One more Endurance check to avoid losing another surge, just to top things off. Some surviving sailors probably drop from exhaustion. Adjudicate results. I'd love to see what you eventually come up with and to hear how it goes. [/QUOTE]
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