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<blockquote data-quote="Primitive Screwhead" data-source="post: 5133544" data-attributes="member: 20805"><p>RC is thinking of <em>Hot Pursuit</em>, which is indeed an excellent chase mechanic. It is very well done and creates a tense, option filled scene.</p><p></p><p> Wildscape does have material for overland hazards and bringing the challenge of adventuring through various landscapes {jungle/desert/etc} into fairly easy mechanics for both the macro-skill challenge'ish scale as well as the local combat encounters. Its another excellent resource and I use it in 4e pretty much as written, even tho its a 3x book.</p><p></p><p> For the actual skill challenge mechanics, I use Stalker0's Obsideon system which uses a three round set-up. This encourages all the players to participate and come up with good ideas. I have ran the gamut from a pre-planned complex skill challenge that had a couple branch options, down to an adhoc challenge. In both cases the players choice of skills and description of what they do alter the narrative.</p><p></p><p>In a way they can be railroady, after all they tend to be "you need to accomplish X", which tends to have limited options. In a recent game we were using a published module, "Stick in the Mud" of the Chaos Scar PDFs, in which a skill challenge is presented to 'fix' a broken magical staff. There was really only a couple things the group could do per the book... specifically brace the arcane users while they attempt to manipulate the magics weave. I had to toss a couple other items in to make it less of a game of 'guess the right skill'. It turned out well and the group enjoyed the challenge.</p><p></p><p> For tension, you always need a 'something can go wrong' option that the players are aware of. In the case of the aforementioned stick, it contained a portal to the elemental plane of mud and some <em>things</em> were trying to come through. The 'go wrong' option would have landed them in combat after a long adventuring day. Usually this means a failed skill challenge results in combat.. but not all the time. Just something that is <strong>bad</strong> for the players goals.</p><p></p><p>Anyway, check out the <a href="http://www.enworld.org/forum/4e-fan-creations-house-rules/241440-stalker0s-obsidian-skill-challenge-system-new-version-1-2-a.html" target="_blank">Obsideon system..</a> .</p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 5133544, member: 20805"] RC is thinking of [i]Hot Pursuit[/i], which is indeed an excellent chase mechanic. It is very well done and creates a tense, option filled scene. Wildscape does have material for overland hazards and bringing the challenge of adventuring through various landscapes {jungle/desert/etc} into fairly easy mechanics for both the macro-skill challenge'ish scale as well as the local combat encounters. Its another excellent resource and I use it in 4e pretty much as written, even tho its a 3x book. For the actual skill challenge mechanics, I use Stalker0's Obsideon system which uses a three round set-up. This encourages all the players to participate and come up with good ideas. I have ran the gamut from a pre-planned complex skill challenge that had a couple branch options, down to an adhoc challenge. In both cases the players choice of skills and description of what they do alter the narrative. In a way they can be railroady, after all they tend to be "you need to accomplish X", which tends to have limited options. In a recent game we were using a published module, "Stick in the Mud" of the Chaos Scar PDFs, in which a skill challenge is presented to 'fix' a broken magical staff. There was really only a couple things the group could do per the book... specifically brace the arcane users while they attempt to manipulate the magics weave. I had to toss a couple other items in to make it less of a game of 'guess the right skill'. It turned out well and the group enjoyed the challenge. For tension, you always need a 'something can go wrong' option that the players are aware of. In the case of the aforementioned stick, it contained a portal to the elemental plane of mud and some [i]things[/i] were trying to come through. The 'go wrong' option would have landed them in combat after a long adventuring day. Usually this means a failed skill challenge results in combat.. but not all the time. Just something that is [b]bad[/b] for the players goals. Anyway, check out the [url=http://www.enworld.org/forum/4e-fan-creations-house-rules/241440-stalker0s-obsidian-skill-challenge-system-new-version-1-2-a.html]Obsideon system..[/url] . [/QUOTE]
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