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<blockquote data-quote="takyris" data-source="post: 2088776" data-attributes="member: 5171"><p>I was considering an Olympics d20 mini-game with my buddies. I think I did something like:</p><p></p><p>Long Jump:</p><p></p><p>Main Skill: Jump</p><p></p><p>Part One: Takeoff</p><p>Leading up to the jump, the athlete may announce that she is trying to get perfect foot placement in order to maximize her jump. This requires a Concentration check performed during the approach, DC 15 plus 3 for each +1 that the player desires to increase her Jump result. On a success, the athlete hits her mark and gains a bonus on her primary jump check. The athlete receives an additional +1 for each 5 points by which she succeeded.</p><p></p><p>On a failure, the athlete takes a penalty on the jump check equal to double the amount by which she missed the concentration check. On a failure by more than 5, the athlete scratches, and her attempt is forfeited.</p><p></p><p>An athlete who does not wish to improve her jump check does not have to attempt this roll.</p><p></p><p>Part Two: Distance</p><p>The athlete makes a Jump check, using the penatlies or bonuses from the Takeoff section as appropriate. Stacking synergy bonuses may apply from having 5 or more ranks in Tumble, Climb, or Knowledge (Tactics -- used here for athletic tactics and body positioning study).</p><p></p><p>A hero with the Extreme Effort talent may use it for this Jump check.</p><p></p><p>Part Three: Landing</p><p>The athlete makes a Balance check to maximize her position with a perfect landing. For every 2 points by which the athlete beats DC20, she adds +1 to her effective Jump result. If the athlete fails to beat DC20, she receives an effective -2 penalty to her Jump check for each point by which she failed as she falls backward or lets her foot touch the ground too early.</p><p></p><p></p><p>The athlete may take 10 on any of these checks provided that she succeeds on a Will save (DC 5 for compulsories or qualification heats, DC 10 for quarterfinals, DC 15 for semifinals, DC 20 for finals -- with +5 being added to the DC if the event is of major importance, like a world championship or Olympic event). Failure on the Will save results in the athlete becoming shaken for all checks made during the attempt, as her nerves get the better of her despite her attempts to maintain an air of cool composure.</p><p></p><p>That's the Long Jump. The Pole Vault would have something similar, albeit with Jump for the takeoff, Climb for the main haul, and Tumble for the "Over the bar" section. Enough skill checks that anybody can try, but someone who really max'd out their character would have some big bonuses...</p></blockquote><p></p>
[QUOTE="takyris, post: 2088776, member: 5171"] I was considering an Olympics d20 mini-game with my buddies. I think I did something like: Long Jump: Main Skill: Jump Part One: Takeoff Leading up to the jump, the athlete may announce that she is trying to get perfect foot placement in order to maximize her jump. This requires a Concentration check performed during the approach, DC 15 plus 3 for each +1 that the player desires to increase her Jump result. On a success, the athlete hits her mark and gains a bonus on her primary jump check. The athlete receives an additional +1 for each 5 points by which she succeeded. On a failure, the athlete takes a penalty on the jump check equal to double the amount by which she missed the concentration check. On a failure by more than 5, the athlete scratches, and her attempt is forfeited. An athlete who does not wish to improve her jump check does not have to attempt this roll. Part Two: Distance The athlete makes a Jump check, using the penatlies or bonuses from the Takeoff section as appropriate. Stacking synergy bonuses may apply from having 5 or more ranks in Tumble, Climb, or Knowledge (Tactics -- used here for athletic tactics and body positioning study). A hero with the Extreme Effort talent may use it for this Jump check. Part Three: Landing The athlete makes a Balance check to maximize her position with a perfect landing. For every 2 points by which the athlete beats DC20, she adds +1 to her effective Jump result. If the athlete fails to beat DC20, she receives an effective -2 penalty to her Jump check for each point by which she failed as she falls backward or lets her foot touch the ground too early. The athlete may take 10 on any of these checks provided that she succeeds on a Will save (DC 5 for compulsories or qualification heats, DC 10 for quarterfinals, DC 15 for semifinals, DC 20 for finals -- with +5 being added to the DC if the event is of major importance, like a world championship or Olympic event). Failure on the Will save results in the athlete becoming shaken for all checks made during the attempt, as her nerves get the better of her despite her attempts to maintain an air of cool composure. That's the Long Jump. The Pole Vault would have something similar, albeit with Jump for the takeoff, Climb for the main haul, and Tumble for the "Over the bar" section. Enough skill checks that anybody can try, but someone who really max'd out their character would have some big bonuses... [/QUOTE]
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