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[DM]- How to get party together at beginning of new campaign?
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<blockquote data-quote="DM Toad" data-source="post: 1234704" data-attributes="member: 15100"><p><strong>here's some ideas I came up with a while ago.</strong></p><p></p><p>I found that just rolling one competing d20 was not all that fun so I tried to come up with various game styles</p><p></p><p>Heres what I did for archery</p><p></p><p>Each archer is required to pass each of the three preliminary ranges. This is to weed out the skilled from the not so skilled or lucky. The targets during the preliminary round is simply a 6 inch diameter circle of leather. The leather must be pierced by the arrow for it to be judged a score. An archer is allowed three arrows for each range. He/she must score 2 of the 3 to advance to the next range.</p><p>At each of the prelim ranges the shooter must score 2 of 3 hits.</p><p> 1 range = DC 10</p><p> 2 range = DC 13</p><p> 3 range = DC 16</p><p></p><p>Assuming the PC(s) are able to make it through each of the preliminary ranges they qualify for finals. The target for the finals changes to a 6 inch circle of leather with 4 rings: a 2 inch diameter black ‘bullseye’, a second yellow ring around the bullseye, and a third red ring around the second, and a white fringe for the fourth circle. The goal of the final rounds is to measure distance and accuracy.</p><p> </p><p>The finals are run akin to a golf skins game. The first round of finals is at DC 18, the second at DC19, third at DC20, and so forth as after each round the competitors take a step back from the target. </p><p></p><p>All finalists (and NPC if needed to fill the ranks) takes a roll at the first round of the finals. Any player that makes the DC has hit the mark and is elligable could move to the next round of finals. A player that rolls equal to the DC is considered to have hit the white fringe. A player that rolls one better than the DC is considered to have hit the red circle. A player that is two better than the DC is considered to have hit the yellow second circle. A player that is three or more better than the DC has hit the bullseye. Those that do NOT make the DC are out of the game. </p><p></p><p>A round in the finals is won if there is a player that hit closer to the bullseye than any of the others. Note that hitting the bullseye is the same if you hit it by 10 over the DC or just 3 over. You still hit the bullseye. (i.e. hitting the bullseye and no one else did). </p><p></p><p>The game is over if this happens and the player with the best shot is crowned champion. </p><p></p><p>However, if two or more players share the best shot then the round is over and a new one begins and the round is considered a draw. Like a skins game all competitors that hit the targe (regardless how good) will also move to the next round. This allows come from behind wins and you may still have a shot at winning if you make one crummy roll. If no one hits the target in a round that round is shot over.</p><p></p><p></p><p>Foot Races.</p><p>Its not all that fun to have competitors just roll one Running skill check and the highest wins...wheres the fun. So for a 100 yard dash I measured who could make up the 100 yards fastest, by having the competitors roll repetitive (sp?) running checks against a DC of 10. For every point over 10 they would add to a running total (that starts at zero). First person to get their total to 100 wins. If they roll a 10 or less, then they don't get to add any points to the running total. Law of averages says those with better running skill will most likely roll DCs higher then 10 and get to 100 quicker. But there is luck involved and the best runner isnt guaranteed the win.</p><p></p><p>Boulder Toss.</p><p>Take the hammer throw or shot put sports today. Its not just a strength heave but there is posture and spins to build up momentum. Ive not done this one before but you could have contestants roll 3 Dex checks against a DC of 20. For every point over 20 on these rolls they get to add to the final strength check. The highest strength check heaves the boulder the farthest. This also gives those dextrous characters a chance.</p><p></p><p>Just some ideas. I had fun with them when I ran an olympics style games for my home grown campaign. I capped the games of with a mass melee (almost gladiotorial) with blunted weapons that only caused bruising damage. If you lost half your HPs to blunt damage you were out.</p><p></p><p>It made for a fun gaming session and started pulling people together.</p></blockquote><p></p>
[QUOTE="DM Toad, post: 1234704, member: 15100"] [b]here's some ideas I came up with a while ago.[/b] I found that just rolling one competing d20 was not all that fun so I tried to come up with various game styles Heres what I did for archery Each archer is required to pass each of the three preliminary ranges. This is to weed out the skilled from the not so skilled or lucky. The targets during the preliminary round is simply a 6 inch diameter circle of leather. The leather must be pierced by the arrow for it to be judged a score. An archer is allowed three arrows for each range. He/she must score 2 of the 3 to advance to the next range. At each of the prelim ranges the shooter must score 2 of 3 hits. 1 range = DC 10 2 range = DC 13 3 range = DC 16 Assuming the PC(s) are able to make it through each of the preliminary ranges they qualify for finals. The target for the finals changes to a 6 inch circle of leather with 4 rings: a 2 inch diameter black ‘bullseye’, a second yellow ring around the bullseye, and a third red ring around the second, and a white fringe for the fourth circle. The goal of the final rounds is to measure distance and accuracy. The finals are run akin to a golf skins game. The first round of finals is at DC 18, the second at DC19, third at DC20, and so forth as after each round the competitors take a step back from the target. All finalists (and NPC if needed to fill the ranks) takes a roll at the first round of the finals. Any player that makes the DC has hit the mark and is elligable could move to the next round of finals. A player that rolls equal to the DC is considered to have hit the white fringe. A player that rolls one better than the DC is considered to have hit the red circle. A player that is two better than the DC is considered to have hit the yellow second circle. A player that is three or more better than the DC has hit the bullseye. Those that do NOT make the DC are out of the game. A round in the finals is won if there is a player that hit closer to the bullseye than any of the others. Note that hitting the bullseye is the same if you hit it by 10 over the DC or just 3 over. You still hit the bullseye. (i.e. hitting the bullseye and no one else did). The game is over if this happens and the player with the best shot is crowned champion. However, if two or more players share the best shot then the round is over and a new one begins and the round is considered a draw. Like a skins game all competitors that hit the targe (regardless how good) will also move to the next round. This allows come from behind wins and you may still have a shot at winning if you make one crummy roll. If no one hits the target in a round that round is shot over. Foot Races. Its not all that fun to have competitors just roll one Running skill check and the highest wins...wheres the fun. So for a 100 yard dash I measured who could make up the 100 yards fastest, by having the competitors roll repetitive (sp?) running checks against a DC of 10. For every point over 10 they would add to a running total (that starts at zero). First person to get their total to 100 wins. If they roll a 10 or less, then they don't get to add any points to the running total. Law of averages says those with better running skill will most likely roll DCs higher then 10 and get to 100 quicker. But there is luck involved and the best runner isnt guaranteed the win. Boulder Toss. Take the hammer throw or shot put sports today. Its not just a strength heave but there is posture and spins to build up momentum. Ive not done this one before but you could have contestants roll 3 Dex checks against a DC of 20. For every point over 20 on these rolls they get to add to the final strength check. The highest strength check heaves the boulder the farthest. This also gives those dextrous characters a chance. Just some ideas. I had fun with them when I ran an olympics style games for my home grown campaign. I capped the games of with a mass melee (almost gladiotorial) with blunted weapons that only caused bruising damage. If you lost half your HPs to blunt damage you were out. It made for a fun gaming session and started pulling people together. [/QUOTE]
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