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Help with Mad Kings Banquet Act 1 Skill Challenge
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<blockquote data-quote="sirwmholder" data-source="post: 4098729" data-attributes="member: 41558"><p>Wow, very cool idea...</p><p>[sblock]Though I'm not sold on the Players having the choice or an easy, normal or hard check... I seem to recall a 5 was the DC for an easy skill check in the DMG... even untrained. I would probably set the normal DC as 15. Success by 10 or more equals 2 successes and failure by 10 or more nets 2 failures. Whichever side reaches the goal first determines the outcome. You don't even have to balance the sides... for instance 10 successes would make the noble trust the PC's enough to reveal anything he may know... whereas 5 failures either offends him or gives him enough cause to walk away. Give an obitrary +2 for good roleplaying and the heroes should still come out on top.</p><p></p><p>Since I haven't made it to that adventure yet... I can't help you with what skill checks to use. Though I tend to treat Gather Information & Knowledge checks as small talk... Diplomacy & Intimidate as more detailed information. As always a Sense Motive to counter a Bluff check though NPC's would rather say nothing than lie to Mercenaries... bad things tend to happen otherwise.[/sblock]Hope this helps more than hinders,</p><p>William Holder</p><p></p><p>EDIT: Added to advice <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="sirwmholder, post: 4098729, member: 41558"] Wow, very cool idea... [sblock]Though I'm not sold on the Players having the choice or an easy, normal or hard check... I seem to recall a 5 was the DC for an easy skill check in the DMG... even untrained. I would probably set the normal DC as 15. Success by 10 or more equals 2 successes and failure by 10 or more nets 2 failures. Whichever side reaches the goal first determines the outcome. You don't even have to balance the sides... for instance 10 successes would make the noble trust the PC's enough to reveal anything he may know... whereas 5 failures either offends him or gives him enough cause to walk away. Give an obitrary +2 for good roleplaying and the heroes should still come out on top. Since I haven't made it to that adventure yet... I can't help you with what skill checks to use. Though I tend to treat Gather Information & Knowledge checks as small talk... Diplomacy & Intimidate as more detailed information. As always a Sense Motive to counter a Bluff check though NPC's would rather say nothing than lie to Mercenaries... bad things tend to happen otherwise.[/sblock]Hope this helps more than hinders, William Holder EDIT: Added to advice :) [/QUOTE]
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