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General Tabletop Discussion
*Pathfinder & Starfinder
Arena fight - need a mechanic for crowd-pleasing combat bonuses!
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<blockquote data-quote="Klaus" data-source="post: 5296673" data-attributes="member: 607"><p>Run this as a complexity... whatever... skill challenge, where you need 12 successes before 3 failures in the middle of combat.</p><p></p><p>Every time you bloody an opponent, you gain 1 success.</p><p>Every time you kill an opponent, you gain 1 success.</p><p>Every time you score a critical hit, you gain 1 success.</p><p></p><p>Skills:</p><p>Intimidate (move; Moderate DC, Easy if you have killed at least one opponent) - You force your opponents to flinch with your savage yell, baging your weapon and shield together.</p><p></p><p>Bluff (standard; Moderate DC) - You trick your opponent into making a blunder. If you roll against a Hard DC and succeed, the opponent falls prone.</p><p></p><p>Athletics or Acrobatics (move; Moderate DC) - You leap at your opponent, or otherwise perform a wide maneuver that the crowd can appreciate.</p><p></p><p>Insight (move; Moderate DC) - +2 on your next Bluff or Intimidate check, doesn't count against the total tally.</p><p></p><p>Etc.</p><p></p><p>Success tiers (effects are cumulative):</p><p>1 - 3: The crowd is unimpressed.</p><p>4 - 6: The crowd is warming up to you. You gain a +2 bonus on your healing surge value.</p><p>7 - 9: The crowd takes your side and shout warnings. When you grant combat advantage, enemies don't gain the +2 bonus to attack you.</p><p>10-12: The crowd is at your mercy. You score a critical hit on a roll of 19-20.</p><p></p><p>You can't fail the challenge until you are defeated in combat. Every time you fail at a skill check, your next attack is weakened.</p><p></p><p>EDIT:</p><p></p><p>You could apply these mechanics to both sides. The success tiers are determined by subtracting the side with the least successes from the side with the more successes. So if the PCs have 10 successes and the dragonborn have 4, the PCs gain the benefits of 6 successes. This way the fight becomes a battle not only to survive, but also to win the favor of the crowd.</p></blockquote><p></p>
[QUOTE="Klaus, post: 5296673, member: 607"] Run this as a complexity... whatever... skill challenge, where you need 12 successes before 3 failures in the middle of combat. Every time you bloody an opponent, you gain 1 success. Every time you kill an opponent, you gain 1 success. Every time you score a critical hit, you gain 1 success. Skills: Intimidate (move; Moderate DC, Easy if you have killed at least one opponent) - You force your opponents to flinch with your savage yell, baging your weapon and shield together. Bluff (standard; Moderate DC) - You trick your opponent into making a blunder. If you roll against a Hard DC and succeed, the opponent falls prone. Athletics or Acrobatics (move; Moderate DC) - You leap at your opponent, or otherwise perform a wide maneuver that the crowd can appreciate. Insight (move; Moderate DC) - +2 on your next Bluff or Intimidate check, doesn't count against the total tally. Etc. Success tiers (effects are cumulative): 1 - 3: The crowd is unimpressed. 4 - 6: The crowd is warming up to you. You gain a +2 bonus on your healing surge value. 7 - 9: The crowd takes your side and shout warnings. When you grant combat advantage, enemies don't gain the +2 bonus to attack you. 10-12: The crowd is at your mercy. You score a critical hit on a roll of 19-20. You can't fail the challenge until you are defeated in combat. Every time you fail at a skill check, your next attack is weakened. EDIT: You could apply these mechanics to both sides. The success tiers are determined by subtracting the side with the least successes from the side with the more successes. So if the PCs have 10 successes and the dragonborn have 4, the PCs gain the benefits of 6 successes. This way the fight becomes a battle not only to survive, but also to win the favor of the crowd. [/QUOTE]
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Arena fight - need a mechanic for crowd-pleasing combat bonuses!
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