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Advice regarding 'Skill Challenge'
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<blockquote data-quote="Celebrim" data-source="post: 6487072" data-attributes="member: 4937"><p>I have a player that loves using 'use rope' to lasso things, so potentially, "Yes."</p><p></p><p></p><p></p><p>Yes, though Leadership does let you 'Assist Other' at a distance, or to assist multiple people simultaneously, so most of what you are talking about reminds me more of 'I grant X +2 on their check', which is perfectly fine but I don't think requires much planning on my part.</p><p></p><p></p><p></p><p>Nautical technology on my homebrew world is roughly equivalent to mid 18th century in most respects, though some features are as advanced as 19th century (for example, purpose built 'Crow's Nests' have been invented, though in game they are usually called 'Drake's Nests'). The main difference is that, in order to avoid introducing ubiquitous explosives to the game, torsion engines are used in place of cannon BUT other than range, these engines are basically as effective as cannon (a shot from a torsion engine would almost certainly bounce off a real 18th century ship without doing much real damage, but gamism over realism here). </p><p></p><p>The ship in question is the 20 engine Ship-Rigged Corvette 'Valiant', a privateer operating out of the player's home port and which they are minority owners. You can presume I'm familiar with the basics of naval history, but not with the practice of actually sailing. However, in general, I have the initial plan proposed by the NPC to be to run before the storm, and when this fails, to try to hove to in the storm. This switch will be one of the dramatic moments which the NPCs take a calculated risk because they'd be briefly lying ahull during the turn, and where the success of the PC's in helping will determine to a great extent how well it goes and what complications arise immediately. I would count convincing the captain that the storm can't be run from and to hove to immediately as a success toward winning the challenge, but I don't foresee that happening. If they don't hove to eventually, that's a big problem, because the rear hull of those 18th century ships just can't survive being overtaken by a breaking wave (lots of glass back there and a big flat surface), so that climax event would almost certainly swamp the ship.</p><p></p><p></p><p></p><p>Sounds like a good idea.</p><p></p><p></p><p></p><p>The enemy could probably conjure a real island to crash into, in so far as it comes to that. I'll have to think about that one.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 6487072, member: 4937"] I have a player that loves using 'use rope' to lasso things, so potentially, "Yes." Yes, though Leadership does let you 'Assist Other' at a distance, or to assist multiple people simultaneously, so most of what you are talking about reminds me more of 'I grant X +2 on their check', which is perfectly fine but I don't think requires much planning on my part. Nautical technology on my homebrew world is roughly equivalent to mid 18th century in most respects, though some features are as advanced as 19th century (for example, purpose built 'Crow's Nests' have been invented, though in game they are usually called 'Drake's Nests'). The main difference is that, in order to avoid introducing ubiquitous explosives to the game, torsion engines are used in place of cannon BUT other than range, these engines are basically as effective as cannon (a shot from a torsion engine would almost certainly bounce off a real 18th century ship without doing much real damage, but gamism over realism here). The ship in question is the 20 engine Ship-Rigged Corvette 'Valiant', a privateer operating out of the player's home port and which they are minority owners. You can presume I'm familiar with the basics of naval history, but not with the practice of actually sailing. However, in general, I have the initial plan proposed by the NPC to be to run before the storm, and when this fails, to try to hove to in the storm. This switch will be one of the dramatic moments which the NPCs take a calculated risk because they'd be briefly lying ahull during the turn, and where the success of the PC's in helping will determine to a great extent how well it goes and what complications arise immediately. I would count convincing the captain that the storm can't be run from and to hove to immediately as a success toward winning the challenge, but I don't foresee that happening. If they don't hove to eventually, that's a big problem, because the rear hull of those 18th century ships just can't survive being overtaken by a breaking wave (lots of glass back there and a big flat surface), so that climax event would almost certainly swamp the ship. Sounds like a good idea. The enemy could probably conjure a real island to crash into, in so far as it comes to that. I'll have to think about that one. [/QUOTE]
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