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Help me Tweak a Chase Skill Challenge (my players stay out!)
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<blockquote data-quote="Trevalon Moonleirion" data-source="post: 5119759" data-attributes="member: 492"><p>I've got another challenge coming up, probably this week.</p><p></p><p>My players, please avoid reading this thread for a bit. I'll put my in-development challenge in a spoiler block to help keep it reasonably surprising.</p><p></p><p>Everyone else? Help me liven up this challenge a bit. This is cross-posted from CM.</p><p></p><p>[SBLOCK]Another Chase? YEP.</p><p></p><p>Piratecat mentioned a while back an alternate way of running a chase that I'm keen to try.</p><p></p><p>The PCs are chasing a baddie through town--he's got the lady of the town held captive, and if they don't catch up to him, they'll have to figure out how to get her back before she's turned into a ritual sacrifice that makes BBEG of this story arc significantly tougher. If they do, they save her, and have a leg up on the BBEG.</p><p></p><p><strong>chase through town:</strong> first side to reach 200 (by adding up the results of their skill checks) wins the challenge. Baddie has a +50 (head start by the time they hear the lady scream.</p><p></p><p>Primary Skills:</p><p>athletics</p><p>acrobatics</p><p>streetwise</p><p>endurance</p><p></p><p>Secondary Skills: </p><p>perception (hard DC, will give next ally a +10 to their roll)</p><p>Fight off bad guys. (see below)</p><p>intimidate (moderate DC; keep bad guys focused on you, let others keep chasing) </p><p></p><p>Every 50 points, a wave of minions comes out, tries to slow the party down (2d4 roguish types?)</p><ul> <li data-xf-list-type="ul">set up a brief combat area in the streets of town</li> <li data-xf-list-type="ul">run in same initiative order as the challenge</li> <li data-xf-list-type="ul">want to ignore the bad guys? really trying to avoid them halves your next roll as you look for an escape, avoid attacks, etc.</li> <li data-xf-list-type="ul">can taunt bad guys off, while others run ahead</li> <li data-xf-list-type="ul">fighting means that you can’t contribute to the total, but you’re letting others conceivably get ahead while you hold off the clowns trying to slow you down—a plus 5 to whoever’s still running? (make it +10???)</li> </ul><p></p><p>Part of the group staying to fight while others continue to run after the bad guy means that the party is being split. This could get tricky to keep track of, but I think it makes for an interesting few tactical decisions. When parts of the group get separated, they could make a hard primary skill check to try and catch up. (DC 20?).</p><p></p><p>So there's the challenge as its written right now. Any thoughts on how to improve it? I could introduce different complications at every step rather than a random insertion of minions, I suppose. </p><p></p><p>I'm also not completely sold on the amount of head start I'm giving the villain. I want this challenge to actually be a challenge--my past few have been absolute cakewalks for the PCs.[/SBLOCK]</p></blockquote><p></p>
[QUOTE="Trevalon Moonleirion, post: 5119759, member: 492"] I've got another challenge coming up, probably this week. My players, please avoid reading this thread for a bit. I'll put my in-development challenge in a spoiler block to help keep it reasonably surprising. Everyone else? Help me liven up this challenge a bit. This is cross-posted from CM. [SBLOCK]Another Chase? YEP. Piratecat mentioned a while back an alternate way of running a chase that I'm keen to try. The PCs are chasing a baddie through town--he's got the lady of the town held captive, and if they don't catch up to him, they'll have to figure out how to get her back before she's turned into a ritual sacrifice that makes BBEG of this story arc significantly tougher. If they do, they save her, and have a leg up on the BBEG. [B]chase through town:[/B] first side to reach 200 (by adding up the results of their skill checks) wins the challenge. Baddie has a +50 (head start by the time they hear the lady scream. Primary Skills: athletics acrobatics streetwise endurance Secondary Skills: perception (hard DC, will give next ally a +10 to their roll) Fight off bad guys. (see below) intimidate (moderate DC; keep bad guys focused on you, let others keep chasing) Every 50 points, a wave of minions comes out, tries to slow the party down (2d4 roguish types?) [LIST] [*]set up a brief combat area in the streets of town [*]run in same initiative order as the challenge [*]want to ignore the bad guys? really trying to avoid them halves your next roll as you look for an escape, avoid attacks, etc. [*]can taunt bad guys off, while others run ahead [*]fighting means that you can’t contribute to the total, but you’re letting others conceivably get ahead while you hold off the clowns trying to slow you down—a plus 5 to whoever’s still running? (make it +10???) [/LIST] Part of the group staying to fight while others continue to run after the bad guy means that the party is being split. This could get tricky to keep track of, but I think it makes for an interesting few tactical decisions. When parts of the group get separated, they could make a hard primary skill check to try and catch up. (DC 20?). So there's the challenge as its written right now. Any thoughts on how to improve it? I could introduce different complications at every step rather than a random insertion of minions, I suppose. I'm also not completely sold on the amount of head start I'm giving the villain. I want this challenge to actually be a challenge--my past few have been absolute cakewalks for the PCs.[/SBLOCK] [/QUOTE]
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