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Riding a Roc - need help designing a skill challenge
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<blockquote data-quote="AtomicPope" data-source="post: 8429296" data-attributes="member: 64790"><p>Here's how I go about creating skill challenges for 5e:</p><p>1) Setting a goal: You did that. The PCs must ride the Roc without falling off. That tells us the skills and the narrative.</p><p>2) Creating the narrative: You did that. The PCs must ride for a very long time without falling off, but you can add to it. Skill challenges are great for reinforcing the themes of a campaign and serving as a live interaction with the exposition. The PCs will be able to explore their world in ways they never dreamed of. That's where you need to put a little time creating boxed text to read. After they fly over an area they visited maybe the locals will recognized them and cheer. Or perhaps they see an area in distress, like a town they once visited is now on fire. Use this moment as a time to reflect and look forward.</p><p>3) Setting some parameters: Here you may have shot yourself in the foot when you said things like "no high winds". The unexpected should be expected by the DM and factored in. Making it a smooth ride removes that drama. Also, it removes the PCs from interacting with dangers of the world. I suggest you plot a course through your world. Choose places that you want to showcase. Include places they've been and places they should go. Then figure out what the weather will be like: rain, snow, heat, wind, etc. Each of those will add complications which will push them mentally and physically. When it rains they might need to used either Strength (to hold on) or Wisdom (to tough it out). When it snows or there's blazing heat they'll need Constitution. Wind might require Dexterity (balance) or Intelligence (repositioning yourself to avoid the worst of it).</p><p>4) Choosing a Thematic Required Skill : I like to make one mandatory skill check to reinforce the theme of the challenge. Because you made this a test of endurance I would suggest making an Endurance check (Constitution + either Athletics or Survival) as a required roll. Each PC must make a check before rolling the appropriate skill for that leg of the journey. If they succeed, no penalty. If they failed they suffer a -2 penalty on their skill check for this round. If they succeed by 5 or more, give them a +2 bonus. I typically make this an average roll, somewhere around DC 8-10.</p><p>5) Tailor the Skill Challenge: everyone needs their time to shine. Get a good idea of all of the PCs and their skills. Some PCs will have the endurance part no problem. If they have a good Constitution and proficiency then they'll do well no matter what. Don't worry too much about them. Instead, think of the others a little more and build on that. Before I talk about that I want to move on. Sorry but it's important.</p><p>6) Consequences of Failure: falling a thousand feet might not be the best course for a Skill Challenge. Essentially, that's a save or die event. The consequences of failure will tell you what kind of skills are at play. Instead of "don't fall off" it could be "guide and steer" the Roc. That opens up a dozen skills that can be used. Let's talk about some of the PC activities for the Skill Challenge...</p><p></p><p><strong>Skill Checks</strong></p><p>Acrobatics - Moving safely around the Roc. Could act like a "help" action.</p><p>Animal Handling - steering the Roc is necessary. However, it might not be something you need to do every round. It's up to you.</p><p>Athletics - endurance checks, withstanding the rigors of a long flight.</p><p>History - could serve as a navigation check, identifying landmarks and such.</p><p>Nature - an alternative to survival rolls as it can identify weather hazards.</p><p>Perception - spotting potential hazards. Could act like a "help" action. </p><p>Survival - negating the penalties imposed by weather. If this fails then give everyone a penalty or make a saving throw based on the situation<strong>.</strong></p><p></p><p>Rules for skill checks are simple:</p><p>1) Everyone rolls - you're all in this together</p><p>2) Can't use the same skill twice (except for the rider) - Make the Pilot's DC harder. That encourages others to help.</p><p>3) Cannot advance to the next scene without a successful Animal Handling check.</p><p><strong></strong></p><p><strong>Failures</strong></p><p>What are the consequences of failing? A simple metric would be to give different outcomes for failing:</p><p>1) Weather Effects - PCs take damage.</p><p>2) Navigation - PCs are off course. This costs time. It's strenuous to get back on course. PCs Con saves or suffer Exhaustion.</p><p></p><p>Can the PCs succeed this skill challenge even after failing rolls? Yes, but not if the rider steers the Roc in the wrong direction. That's an easy way to focus everyone's attention and get them to succeed at that one thing. So now you want to craft 3 to 5 difference "scenes" that will showcase certain skills. Think of areas in your campaign that you want them to either visit for the first time, or revisit. Telling the story is the most important part of a skill challenge.</p></blockquote><p></p>
[QUOTE="AtomicPope, post: 8429296, member: 64790"] Here's how I go about creating skill challenges for 5e: 1) Setting a goal: You did that. The PCs must ride the Roc without falling off. That tells us the skills and the narrative. 2) Creating the narrative: You did that. The PCs must ride for a very long time without falling off, but you can add to it. Skill challenges are great for reinforcing the themes of a campaign and serving as a live interaction with the exposition. The PCs will be able to explore their world in ways they never dreamed of. That's where you need to put a little time creating boxed text to read. After they fly over an area they visited maybe the locals will recognized them and cheer. Or perhaps they see an area in distress, like a town they once visited is now on fire. Use this moment as a time to reflect and look forward. 3) Setting some parameters: Here you may have shot yourself in the foot when you said things like "no high winds". The unexpected should be expected by the DM and factored in. Making it a smooth ride removes that drama. Also, it removes the PCs from interacting with dangers of the world. I suggest you plot a course through your world. Choose places that you want to showcase. Include places they've been and places they should go. Then figure out what the weather will be like: rain, snow, heat, wind, etc. Each of those will add complications which will push them mentally and physically. When it rains they might need to used either Strength (to hold on) or Wisdom (to tough it out). When it snows or there's blazing heat they'll need Constitution. Wind might require Dexterity (balance) or Intelligence (repositioning yourself to avoid the worst of it). 4) Choosing a Thematic Required Skill : I like to make one mandatory skill check to reinforce the theme of the challenge. Because you made this a test of endurance I would suggest making an Endurance check (Constitution + either Athletics or Survival) as a required roll. Each PC must make a check before rolling the appropriate skill for that leg of the journey. If they succeed, no penalty. If they failed they suffer a -2 penalty on their skill check for this round. If they succeed by 5 or more, give them a +2 bonus. I typically make this an average roll, somewhere around DC 8-10. 5) Tailor the Skill Challenge: everyone needs their time to shine. Get a good idea of all of the PCs and their skills. Some PCs will have the endurance part no problem. If they have a good Constitution and proficiency then they'll do well no matter what. Don't worry too much about them. Instead, think of the others a little more and build on that. Before I talk about that I want to move on. Sorry but it's important. 6) Consequences of Failure: falling a thousand feet might not be the best course for a Skill Challenge. Essentially, that's a save or die event. The consequences of failure will tell you what kind of skills are at play. Instead of "don't fall off" it could be "guide and steer" the Roc. That opens up a dozen skills that can be used. Let's talk about some of the PC activities for the Skill Challenge... [B]Skill Checks[/B] Acrobatics - Moving safely around the Roc. Could act like a "help" action. Animal Handling - steering the Roc is necessary. However, it might not be something you need to do every round. It's up to you. Athletics - endurance checks, withstanding the rigors of a long flight. History - could serve as a navigation check, identifying landmarks and such. Nature - an alternative to survival rolls as it can identify weather hazards. Perception - spotting potential hazards. Could act like a "help" action. [B][/B] Survival - negating the penalties imposed by weather. If this fails then give everyone a penalty or make a saving throw based on the situation[B].[/B] Rules for skill checks are simple: 1) Everyone rolls - you're all in this together 2) Can't use the same skill twice (except for the rider) - Make the Pilot's DC harder. That encourages others to help. 3) Cannot advance to the next scene without a successful Animal Handling check. [B] Failures[/B] What are the consequences of failing? A simple metric would be to give different outcomes for failing: 1) Weather Effects - PCs take damage. 2) Navigation - PCs are off course. This costs time. It's strenuous to get back on course. PCs Con saves or suffer Exhaustion. Can the PCs succeed this skill challenge even after failing rolls? Yes, but not if the rider steers the Roc in the wrong direction. That's an easy way to focus everyone's attention and get them to succeed at that one thing. So now you want to craft 3 to 5 difference "scenes" that will showcase certain skills. Think of areas in your campaign that you want them to either visit for the first time, or revisit. Telling the story is the most important part of a skill challenge. [/QUOTE]
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