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Out running a temple
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<blockquote data-quote="KarinsDad" data-source="post: 5202357" data-attributes="member: 2011"><p>I wouldn't make it Endurance checks, I would make two Athletics and/or Acrobatics checks per round.</p><p></p><p>For each check made, the PC advances. If the check is failed, debris potentially hits the PC (Reflex to hit is probably best). If the PC is hit, the PC takes some damage and is also knocked prone, resulting in a move action having to be wasted standing back up. Otherwise, the check failure just means that the PC got caught in a dead end or couldn't advance for another reason.</p><p></p><p>PCs who make their checks can Aid Another other PCs who are moving next to them (the classic grab the arm of the person next to you and pull them along). The definition of "moves next to them" might be anyone who is within 1 success of the PC assisting. PCs who get ahead cannot assist PCs who fall behind, but they can waste move actions waiting for the failing PCs to catch up, etc.</p><p></p><p>The PCs have to advance x moves in y time. For example, you could make it that each PC has to advance 8 times in 6 rounds (or 12 move actions) to get to a totally safe area. If a PC gets knocked prone twice, that would mean that the PC wastes 2 of the 12 move actions standing back up, and wastes 2 of the 12 move actions failing the checks, and will still be make the check 8 times and succeed. If the PC is never hit and knocked prone, they could still fail 4 of the 12 checks and still succeed (they could fail 5 of 12 and succeed if they use an action point for a move action if they never get knocked prone).</p><p></p><p>Make the chance to hit with debris and the DCs for the checks low if you want them to have good chances to succeed, higher if you want to challenge them (and possibly force them to use other skills or powers to help out).</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 5202357, member: 2011"] I wouldn't make it Endurance checks, I would make two Athletics and/or Acrobatics checks per round. For each check made, the PC advances. If the check is failed, debris potentially hits the PC (Reflex to hit is probably best). If the PC is hit, the PC takes some damage and is also knocked prone, resulting in a move action having to be wasted standing back up. Otherwise, the check failure just means that the PC got caught in a dead end or couldn't advance for another reason. PCs who make their checks can Aid Another other PCs who are moving next to them (the classic grab the arm of the person next to you and pull them along). The definition of "moves next to them" might be anyone who is within 1 success of the PC assisting. PCs who get ahead cannot assist PCs who fall behind, but they can waste move actions waiting for the failing PCs to catch up, etc. The PCs have to advance x moves in y time. For example, you could make it that each PC has to advance 8 times in 6 rounds (or 12 move actions) to get to a totally safe area. If a PC gets knocked prone twice, that would mean that the PC wastes 2 of the 12 move actions standing back up, and wastes 2 of the 12 move actions failing the checks, and will still be make the check 8 times and succeed. If the PC is never hit and knocked prone, they could still fail 4 of the 12 checks and still succeed (they could fail 5 of 12 and succeed if they use an action point for a move action if they never get knocked prone). Make the chance to hit with debris and the DCs for the checks low if you want them to have good chances to succeed, higher if you want to challenge them (and possibly force them to use other skills or powers to help out). [/QUOTE]
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