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<blockquote data-quote="jbear" data-source="post: 5357661" data-attributes="member: 75065"><p>Assuming that what you wish to achieve is not primarily a way for you to save on preparation time, my suggestion would be the following:</p><p></p><p>Sketch out your dungeon loosely with different paths that lead to different areas. Each area would have a mini encounter that can be 'defeated' using skills which contribute towards the overall success of the challenge.</p><p></p><p>Actually imagine what the obstacles are in each area and how they can be surpassed. Imagine how these obstacles interact with some dangerous hazard, trap or denizen/s.</p><p></p><p>Prepare 'consequences' in each area in case the the party chalks up a failure. Resolving that failure should not contribute either negatively or positively towards the challenge. It just has to be resolved in order for the party to continue.</p><p></p><p>Include neat ways that secondary skills can counteract failures (not without some degree of personal risk involved if that aid should also fail).</p><p></p><p>Have areas where team checks are required. A success is determined by whether or not the majority of the group are successful. Partial success is also possible in this case. Someone strong in the area of skill required should be able to lead the group and make a harder check in order to significantly lower the degree of difficulty for their allies. Even if overall success is achieved, individual failure may lead to a complication in the party's current situation that needs to be resolved before they can carry on with the challenge.</p><p></p><p>Have degrees of success in each relevant area. 15 may be enough for a success but it leads the party towards a more dangerous or difficult part of the dungeon. 23 on the other hand, apart from being a success, if achieved, leads them down an alternative path, perhaps towards a 'benign' area of the dungeon where they can come across treasure, aid, healing etc. etc.</p><p></p><p>Doing what you suggest, I think can work really well. But for it to be truly challenging, memorable, exciting and fun requires a good deal of forethought, preparation and imagination.</p></blockquote><p></p>
[QUOTE="jbear, post: 5357661, member: 75065"] Assuming that what you wish to achieve is not primarily a way for you to save on preparation time, my suggestion would be the following: Sketch out your dungeon loosely with different paths that lead to different areas. Each area would have a mini encounter that can be 'defeated' using skills which contribute towards the overall success of the challenge. Actually imagine what the obstacles are in each area and how they can be surpassed. Imagine how these obstacles interact with some dangerous hazard, trap or denizen/s. Prepare 'consequences' in each area in case the the party chalks up a failure. Resolving that failure should not contribute either negatively or positively towards the challenge. It just has to be resolved in order for the party to continue. Include neat ways that secondary skills can counteract failures (not without some degree of personal risk involved if that aid should also fail). Have areas where team checks are required. A success is determined by whether or not the majority of the group are successful. Partial success is also possible in this case. Someone strong in the area of skill required should be able to lead the group and make a harder check in order to significantly lower the degree of difficulty for their allies. Even if overall success is achieved, individual failure may lead to a complication in the party's current situation that needs to be resolved before they can carry on with the challenge. Have degrees of success in each relevant area. 15 may be enough for a success but it leads the party towards a more dangerous or difficult part of the dungeon. 23 on the other hand, apart from being a success, if achieved, leads them down an alternative path, perhaps towards a 'benign' area of the dungeon where they can come across treasure, aid, healing etc. etc. Doing what you suggest, I think can work really well. But for it to be truly challenging, memorable, exciting and fun requires a good deal of forethought, preparation and imagination. [/QUOTE]
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