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Help me create a skill challenge: Getting into the zombie mall
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<blockquote data-quote="Thaumaturge" data-source="post: 4935651" data-attributes="member: 1927"><p>I had another thought:</p><p></p><p>Depending on the skills your party has, you could also make Thievery available after 10-11 successes. A success in Thievery would then be needed to finish jimmying the lock and finally get inside. Of course, if you don't have someone with Thievery trained, maybe a final Athletics check to bash in the doors.</p><p></p><p>Heal could be used to give +2/-2 to the Bluff checks. You <strong>really</strong> know how to make someone look like a walking corpse.</p><p></p><p>You might also want to make Intimidate against those inside an automatic failure that closes off that line of possibilities. The people inside are surviving a zombie-apocalypse. You currently aren't. They are less scared of you.</p><p></p><p></p><p>Edit: I really like giving my players as many skill choices as possible. It lets them dictate how a skill challenge plays out, and they often come up with stuff which surprises me. Also, how will the zombies react to an explosion or other major 'distraction'? That's something I might try, and you should have a vague idea of how they will respond (bonuses to Stealth for everyone!)</p><p></p><p>Thaumaturge.</p></blockquote><p></p>
[QUOTE="Thaumaturge, post: 4935651, member: 1927"] I had another thought: Depending on the skills your party has, you could also make Thievery available after 10-11 successes. A success in Thievery would then be needed to finish jimmying the lock and finally get inside. Of course, if you don't have someone with Thievery trained, maybe a final Athletics check to bash in the doors. Heal could be used to give +2/-2 to the Bluff checks. You [B]really[/B] know how to make someone look like a walking corpse. You might also want to make Intimidate against those inside an automatic failure that closes off that line of possibilities. The people inside are surviving a zombie-apocalypse. You currently aren't. They are less scared of you. Edit: I really like giving my players as many skill choices as possible. It lets them dictate how a skill challenge plays out, and they often come up with stuff which surprises me. Also, how will the zombies react to an explosion or other major 'distraction'? That's something I might try, and you should have a vague idea of how they will respond (bonuses to Stealth for everyone!) Thaumaturge. [/QUOTE]
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Help me create a skill challenge: Getting into the zombie mall
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