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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Playtest/critique a "defend the base" skill challenge
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<blockquote data-quote="RangerWickett" data-source="post: 5546128" data-attributes="member: 63"><p>The last time I asked for help with a skill challenge - <a href="http://www.enworld.org/forum/4e-fan-creations-house-rules/304577-skill-challenge-feedback.html" target="_blank">http://www.enworld.org/forum/4e-fan-creations-house-rules/304577-skill-challenge-feedback.html</a> - I got a lot of great advice. I have another one now that will show up in the first ZEITGEIST adventure, and it's kind of an odd scene to run any way <em>except</em> as a skill challenge.</p><p></p><p>The party have infiltrated a fort, run down the length of a fortified sea wall, and attacked a lighthouse that houses the mechanical controls for a sea gate. Now they open the sea gate, notify their allies in the navy with a flare, and then have to make sure the sea gate stays open until the navy arrives.</p><p></p><p>I'm curious about </p><p></p><p>a) the mechanical grokability of the scene; reading it, do you get how it's supposed to play out</p><p></p><p>b) the fun for the players; I figure this is better than multiple combat encounters, or just 'winging it,' but would the adventure be better served by just cutting out the scene?</p><p></p><p>c) the balance; are there enough or too many enemy forces? </p><p></p><p>I hope that as the first wave comes in, the players get a chance to learn how the challenge works, and they can easily defeat them. Then the second wave comes, and the party might take some hits. Then the third wave arrives, and the party should have a fair chance to lose.</p><p></p><p> </p><p>So, what do you think?</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 5546128, member: 63"] The last time I asked for help with a skill challenge - [url]http://www.enworld.org/forum/4e-fan-creations-house-rules/304577-skill-challenge-feedback.html[/url] - I got a lot of great advice. I have another one now that will show up in the first ZEITGEIST adventure, and it's kind of an odd scene to run any way [i]except[/i] as a skill challenge. The party have infiltrated a fort, run down the length of a fortified sea wall, and attacked a lighthouse that houses the mechanical controls for a sea gate. Now they open the sea gate, notify their allies in the navy with a flare, and then have to make sure the sea gate stays open until the navy arrives. I'm curious about a) the mechanical grokability of the scene; reading it, do you get how it's supposed to play out b) the fun for the players; I figure this is better than multiple combat encounters, or just 'winging it,' but would the adventure be better served by just cutting out the scene? c) the balance; are there enough or too many enemy forces? I hope that as the first wave comes in, the players get a chance to learn how the challenge works, and they can easily defeat them. Then the second wave comes, and the party might take some hits. Then the third wave arrives, and the party should have a fair chance to lose. So, what do you think? [/QUOTE]
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Playtest/critique a "defend the base" skill challenge
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