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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Repository of Well Designed Skill Challenges
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<blockquote data-quote="Amaroq" data-source="post: 5065588" data-attributes="member: 15470"><p>ZetaStriker, I ran a very similar skill challenge in our last session - again, the theme was a chase scene, though the circumstances were quite different. It could be boiled down to "way too many enemies to fight are trying to track down a character or the entire party, while the party is trying to escape."</p><p></p><p>I ran it with opposed <strong>active</strong> skill checks, e.g., Stealth vs Perception would be made against the NPC's active Perception rather than Passive Perception, as they were actively looking.</p><p></p><p>My mechanic was basically</p><p></p><p>- Start the party at +0</p><p>- A successful round would advance them by +1</p><p>- An unsuccessful round would reduce them by -1.</p><p>- If the party are at +1 or higher, they are "out of sight" and can take actions like hiding</p><p>- If they party are at -1 or closer, they are "almost caught", and can take actions to directly impede the opposition</p><p>- If the party reach +4, they escape</p><p>- If the party reach -3, they are drawn into combat by the "leading edge" of the opposition, maybe a Level+2 or Level+3 encounter where the party's goal would be <strong>escape</strong> rather than <strong>outright victory</strong>.</p><p></p><p>I did <strong>not</strong> inform them of the mechanic; as it turned out, they spent a lot of time hovering between +2 and -2, so description of how close the bad guys were kept the entire party on the edge of their seats throughout.</p><p></p><p>Much like your chase scene, this wound up with plenty of improvised terrain and excellent role-playing as people justified the use of different skills. In the dark, of course.</p></blockquote><p></p>
[QUOTE="Amaroq, post: 5065588, member: 15470"] ZetaStriker, I ran a very similar skill challenge in our last session - again, the theme was a chase scene, though the circumstances were quite different. It could be boiled down to "way too many enemies to fight are trying to track down a character or the entire party, while the party is trying to escape." I ran it with opposed [b]active[/b] skill checks, e.g., Stealth vs Perception would be made against the NPC's active Perception rather than Passive Perception, as they were actively looking. My mechanic was basically - Start the party at +0 - A successful round would advance them by +1 - An unsuccessful round would reduce them by -1. - If the party are at +1 or higher, they are "out of sight" and can take actions like hiding - If they party are at -1 or closer, they are "almost caught", and can take actions to directly impede the opposition - If the party reach +4, they escape - If the party reach -3, they are drawn into combat by the "leading edge" of the opposition, maybe a Level+2 or Level+3 encounter where the party's goal would be [b]escape[/b] rather than [b]outright victory[/b]. I did [b]not[/b] inform them of the mechanic; as it turned out, they spent a lot of time hovering between +2 and -2, so description of how close the bad guys were kept the entire party on the edge of their seats throughout. Much like your chase scene, this wound up with plenty of improvised terrain and excellent role-playing as people justified the use of different skills. In the dark, of course. [/QUOTE]
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