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Figuring out how to match enemies
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<blockquote data-quote="Mike Myler" data-source="post: 6132327" data-attributes="member: 6726030"><p>Most skill challenges involve a certain degree of failure. A result of a 7 on a Climb Check (DC 11) isn't good, but nobody falls off - they just don't move.</p><p></p><p>Get a good look at your party's skills set and turn the hallway into three obstacles each can shine in during a sequence in the passage. </p><p>Maybe one of the rooms requires great athleticism (so Acrobatics/Climb/Swim - Barbarian) but leaves an extra 'stage' in the degree of failures for a 'second chance' roll granted by a successful ally (that has to re-check as well).</p><p>IE: The Barbarian succeeds his Acrobatics check to jump across the spikes, but the Sorcerer fails. Your barbarian player gets the choice - make a Strength check to drag his buddy across the rest of the threshold, or suffer potential spike damage himself.</p><p></p><p>Toss in a gem or something that creates a different pathway (for a number of rounds equal to spell level) across a 40ft span of spikes for each school of magic shot into it.</p><p>Throw in another stretch of spikes with a phonograph horn or something. While Bardic Music is being used, platforms appear that allow for Acrobatics checks to cross it without taking damage.</p></blockquote><p></p>
[QUOTE="Mike Myler, post: 6132327, member: 6726030"] Most skill challenges involve a certain degree of failure. A result of a 7 on a Climb Check (DC 11) isn't good, but nobody falls off - they just don't move. Get a good look at your party's skills set and turn the hallway into three obstacles each can shine in during a sequence in the passage. Maybe one of the rooms requires great athleticism (so Acrobatics/Climb/Swim - Barbarian) but leaves an extra 'stage' in the degree of failures for a 'second chance' roll granted by a successful ally (that has to re-check as well). IE: The Barbarian succeeds his Acrobatics check to jump across the spikes, but the Sorcerer fails. Your barbarian player gets the choice - make a Strength check to drag his buddy across the rest of the threshold, or suffer potential spike damage himself. Toss in a gem or something that creates a different pathway (for a number of rounds equal to spell level) across a 40ft span of spikes for each school of magic shot into it. Throw in another stretch of spikes with a phonograph horn or something. While Bardic Music is being used, platforms appear that allow for Acrobatics checks to cross it without taking damage. [/QUOTE]
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