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Creating an Interesting Naval Journey Encounter
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<blockquote data-quote="Fenris-77" data-source="post: 7992032" data-attributes="member: 6993955"><p>I like using linked skill tests for this sort of thing. Each check is it's own thing, and success or failure of each roll impacts the next one. So the if the crew fail to reef the sails during the storm the captain then takes a negative to his roll to pilot the ship. If you have a skill ladder or clock where success fills and failure empties, with success meaning you ride out the storm, and failure meaning something awful happens, I think you'll get the tension and drama you're looking for. So the big storm gets a clock with 8 segments, and the linked skill rolls either fill or drain one segment. Success of X over the DC could fill multiple segments. You can intersperse each linked roll with changing circumstances and obstacles.</p><p></p><p>You can link up the skill rolls anyway you like to add complexity and flavor. I'd probably use levels of success to measure each roll. So the reefing sails roll is, say, DC 12. Results under 12 give a penalty, 12 means success, and for every, IDK, 5 you beat the DC by the next roll in the chain gets a +1. Exceeding the final roll by increments of five fills additional segments on the clock.</p></blockquote><p></p>
[QUOTE="Fenris-77, post: 7992032, member: 6993955"] I like using linked skill tests for this sort of thing. Each check is it's own thing, and success or failure of each roll impacts the next one. So the if the crew fail to reef the sails during the storm the captain then takes a negative to his roll to pilot the ship. If you have a skill ladder or clock where success fills and failure empties, with success meaning you ride out the storm, and failure meaning something awful happens, I think you'll get the tension and drama you're looking for. So the big storm gets a clock with 8 segments, and the linked skill rolls either fill or drain one segment. Success of X over the DC could fill multiple segments. You can intersperse each linked roll with changing circumstances and obstacles. You can link up the skill rolls anyway you like to add complexity and flavor. I'd probably use levels of success to measure each roll. So the reefing sails roll is, say, DC 12. Results under 12 give a penalty, 12 means success, and for every, IDK, 5 you beat the DC by the next roll in the chain gets a +1. Exceeding the final roll by increments of five fills additional segments on the clock. [/QUOTE]
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