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Looking for some skill challenges
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<blockquote data-quote="Dr_Ruminahui" data-source="post: 4595106" data-attributes="member: 81104"><p>I've just written one for the first thing that happens in my campaign that involves the players being in a gorge when a dam bursts.</p><p> </p><p>It involves each player making a series of tests:</p><p> </p><p>1. Perception to hear the damn breaking and knowing they need to start running.</p><p>2. Athletics to run as fast as one can</p><p>3. Endurance to keep running</p><p>4. Athletics/Acrobatics to climb out of the gorge</p><p>5. Athletics to swim for all those who didn't make it out, and those who did escape can be creative in which skill to use to help the swimmers escape.</p><p> </p><p>For each test, if a player does really well, they can either get a +2 on their next test, or they can go help another character. If they choose to help, can add an appropriate attribute bonus (cha for encouraging them to run faster, wis for running in front finding the least congested terrain, str to help another climber, etc.) to the other players roll, but both helper and helpee then use the modified roll for whether the skill test is passed or not.</p><p> </p><p>Failing the skill challenge will cause players to be banged around and loose healing surges and potentially some equipment.</p><p> </p><p>Let me know and I can send you a more detailed version of the mechanism I use. I'll be running the adventure on the 3rd, so I can let you know how it goes. I expect it to be a nail-biter, what with a Warlord, a Cleric and a Paladian all likely in heavy armour, and a Wizard who likely won't be trained in any of the skills.</p><p> </p><p>DCs are 15 to do really well (and get the bonus), 10 to pass, 5 to fail without major consequences, and less than 5 gives them a penalty on the next test. If they pass 1 or less of the first 4 tests, they suffer no ill consequences - for each additional failure, they loose healing surges and/or minor gear (say, their rope, or their tent, or...)</p><p> </p><p>Dr. Ruminahui, shrink with a spear</p></blockquote><p></p>
[QUOTE="Dr_Ruminahui, post: 4595106, member: 81104"] I've just written one for the first thing that happens in my campaign that involves the players being in a gorge when a dam bursts. It involves each player making a series of tests: 1. Perception to hear the damn breaking and knowing they need to start running. 2. Athletics to run as fast as one can 3. Endurance to keep running 4. Athletics/Acrobatics to climb out of the gorge 5. Athletics to swim for all those who didn't make it out, and those who did escape can be creative in which skill to use to help the swimmers escape. For each test, if a player does really well, they can either get a +2 on their next test, or they can go help another character. If they choose to help, can add an appropriate attribute bonus (cha for encouraging them to run faster, wis for running in front finding the least congested terrain, str to help another climber, etc.) to the other players roll, but both helper and helpee then use the modified roll for whether the skill test is passed or not. Failing the skill challenge will cause players to be banged around and loose healing surges and potentially some equipment. Let me know and I can send you a more detailed version of the mechanism I use. I'll be running the adventure on the 3rd, so I can let you know how it goes. I expect it to be a nail-biter, what with a Warlord, a Cleric and a Paladian all likely in heavy armour, and a Wizard who likely won't be trained in any of the skills. DCs are 15 to do really well (and get the bonus), 10 to pass, 5 to fail without major consequences, and less than 5 gives them a penalty on the next test. If they pass 1 or less of the first 4 tests, they suffer no ill consequences - for each additional failure, they loose healing surges and/or minor gear (say, their rope, or their tent, or...) Dr. Ruminahui, shrink with a spear [/QUOTE]
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