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Doh! Killed my party with a skill challenge
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<blockquote data-quote="Ristamar" data-source="post: 7508661" data-attributes="member: 1207"><p>With all due respect to Mr. Colville, I think a series of random skill checks for "Escape/Outrun Disaster" is insufficient for this mode of play. You'd be better served using the Chase format (or a homebrewed spin-off/variant). </p><p></p><p>A few suggestions/options/modifications off the top of my head:</p><ul> <li data-xf-list-type="ul">Set a "goal line," a number of feet or units the PCs must move in order to escape </li> <li data-xf-list-type="ul">The Quarry (aka, the PCs) would move as a group (move in a set number of abstracted units or at the rate of the slowest member)</li> <li data-xf-list-type="ul">The Pursuer would be the "impending doom" countdown (how many turns can the PCs take before failure), or for a "creeping doom" wave of destruction, use a static or semi-variable movement rate ("creeping doom" Pursuer catching the PCs results in massive damage or TPK)</li> <li data-xf-list-type="ul">Complications would be structured around avoiding the devastation (group checks, success rate < 50% means those that failed suffer damage/status effects, any movement penalties apply to the whole group)</li> <li data-xf-list-type="ul">During an "impending doom" countdown, increase the chances of a complication every round/turn as the clock ticks to increase tension, and/or consider using a staged damage multiplier with complications (e.g imminent disaster [turns 1- 5] 1/2 dmg | start of collapse [turns 6 - 9] normal dmg | increased destruction [turns 10 - 13] double dmg | edge of doom [turns 14 - 15] triple dmg | total annihilation [turn 16] death)</li> <li data-xf-list-type="ul">When using a "creeping doom", create a danger zone buffer in front of the creeping doom that "attacks" (attack rolls or saving throws) the group if it gets too close to the PCs (damage only, you don't want to slow the PCs movement rate if they're on the cusp of being overtaken)</li> </ul></blockquote><p></p>
[QUOTE="Ristamar, post: 7508661, member: 1207"] With all due respect to Mr. Colville, I think a series of random skill checks for "Escape/Outrun Disaster" is insufficient for this mode of play. You'd be better served using the Chase format (or a homebrewed spin-off/variant). A few suggestions/options/modifications off the top of my head: [LIST] [*]Set a "goal line," a number of feet or units the PCs must move in order to escape [*]The Quarry (aka, the PCs) would move as a group (move in a set number of abstracted units or at the rate of the slowest member) [*]The Pursuer would be the "impending doom" countdown (how many turns can the PCs take before failure), or for a "creeping doom" wave of destruction, use a static or semi-variable movement rate ("creeping doom" Pursuer catching the PCs results in massive damage or TPK) [*]Complications would be structured around avoiding the devastation (group checks, success rate < 50% means those that failed suffer damage/status effects, any movement penalties apply to the whole group) [*]During an "impending doom" countdown, increase the chances of a complication every round/turn as the clock ticks to increase tension, and/or consider using a staged damage multiplier with complications (e.g imminent disaster [turns 1- 5] 1/2 dmg | start of collapse [turns 6 - 9] normal dmg | increased destruction [turns 10 - 13] double dmg | edge of doom [turns 14 - 15] triple dmg | total annihilation [turn 16] death) [*]When using a "creeping doom", create a danger zone buffer in front of the creeping doom that "attacks" (attack rolls or saving throws) the group if it gets too close to the PCs (damage only, you don't want to slow the PCs movement rate if they're on the cusp of being overtaken) [/LIST] [/QUOTE]
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