MarauderX
Explorer
Over in the rules forum I had posted a request to see if there were any combat skill challenges that have been published. Since I didn't learn of anything being published, I thought I'd start making the challenge on my own.
The idea is that with each success a major area is mostly cleared (depending on the check too), and that they can move on or find a place to rest. With each new section of the dungeon they enter a simple challenge and cannot retreat without consequences or move forward without completing the challenge. This is to mimic being engaged in battle and that it is tough to retreat or press through without increasing the risk.
Other thoughts?
More of what I am looking for: The skill challenges wouldn't be about the battles; they would be more about factors other than the creatures they are fighting: swim through underwater entrance (Endurance, Athletics), battle with terrain disadvantages (Athletics, Acrobatics), being surpised (Perception, Stealth), traps (Thievery, Arcana, Dungeoneering), vast numbers of enemies (Insight, Bluff, Diplomacy, Intimidate, Streetwise to bottleneck them, etc.), interrogate for insight into the next challenge (Insight, Intimidate), secret passages (Dungeoneering, History, Perception), find & release prisoners (Perception, Nature), bypass guard animals (Nature, Stealth), acquire keys from cryptic puzzles (Religion, History, Insight, Arcana), hold open door for others long enough to pass through (Endurance, Thievery), finding spots for short rests between fights (Dungeoneering, History, Perception) and perhaps more.
On top of that, daily powers wouldn't be taken away, but reserved for the players to use if they see a way to simply get an automatic success (such as dropping an ice storm on a vast hoard of enemies).
With each check (or set of checks) there would be a primary skill roller and any who are aiding (using the revised rules for such). They would be ones at risk for taking some damage or shielding others from taking it (like a fighter protecting a wizard as she helps him jump over a chasm while taking fire).
The idea is that with each success a major area is mostly cleared (depending on the check too), and that they can move on or find a place to rest. With each new section of the dungeon they enter a simple challenge and cannot retreat without consequences or move forward without completing the challenge. This is to mimic being engaged in battle and that it is tough to retreat or press through without increasing the risk.
Other thoughts?