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[OOC] WD's Against the Orcs

Hint, hint

Nature includes knowledge about the savage rituals of the orcs and the dangers of the surrounding woodsm including the rain damaged ways...


I will update after LS's post, because, I would like to remain in something like a round system.

The challenges seem a bit hard as written in the DMG...
 

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Maybe we should start doing some support rolls to help give others +2 to their checks. We're only one failure away from failing the whole thing.

I agree with you WD. In the adventures written by WotC they don't seem to add the +5 that it mentions in the DMG for skill checks. Though the +5 does make sense when it comes to skill checks those of us who have a +11 to certain skills still have to roll an 11 or higher to get a success. When you need twice the amount of successes as failures this system seems to set you up to lose. That might be why they don't add the +5.

I think this is a section of the DMG that wasn't tested as heavily.
 
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Well, the problem is not lack of support. The Intimidate DC was lowered to 17 due to the History check, after all.

The problem is that we have a 30-50 % chance of failure (roughly; depending on the character and the skill) but need six succsses before we roll 3 failures.
(History is my best skill and I have a 35% chance of failure, but only thanks to the racial bonus and the fact that Intelligence happens to be the most important attribute.)

As far as I am concerned the whole skill challenge system needs some tweaking.

Oh well, we have to work with what we got. If this skill challenge fails I have no scruples to use force to get those peasants in line. Sometimes a spell says more than 1000 words ... :devil:

@WD
I am not risking a Nature roll. I got a measly + 8 on that. :(

Edit: Did not see Niehaus' edit.
 

I don't thing that aid another will work in a skill challenge.

But you can use Group Skill Checks.

Each of you rolls the same skill. The appointed leader's check decides about success and failure. The other give a +2 bonus or -2 penality.
 

We could have the rest of us support your nature check which would bump it up to +14 if we thought that was necessary. But I'd much rather support some one who has a +11 or 13 to a skill to give us an even better shot a success. But all this could be for naught if Nerve doesn't make his check we're done.
 


Well, the bonus would only be added if you all succeed at your rolls. If you fail it's a -2 (just like WD said).

Well, if we were to try this I would go for another history roll. My +14 is a good starting point.

Well, everything is up to Nervir now anyway...
 


I don't thing that aid another will work in a skill challenge.

But you can use Group Skill Checks.

Each of you rolls the same skill. The appointed leader's check decides about success and failure. The other give a +2 bonus or -2 penality.

Could we do that to bolster my Intimidate, or is that ship sailed? The reason I ask is that we have several people who are good at intimidate and we could easily make a DC 17 if we get bonuses from multiple successes.
 

Well, the bonus would only be added if you all succeed at your rolls. If you fail it's a -2 (just like WD said).

Well, if we were to try this I would go for another history roll. My +14 is a good starting point.

Well, everything is up to Nervir now anyway...

I got a 28 on my first check (Diplomacy). Do I get a bonus to anything?
 

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