I think that the current DM of the game I'm in and I are going to kinda round-robin a bit; every 3-4 levels or so we'll switch (same world but different campaign) so we both get a chance to DM and PC.
Anyway...I was wondering how best to throw the characters into a large-scale battle, and I decided that running it as a skill challenge would be the best way of doing so.
This is what I have so far:
Maybe make it a 12/6 challenge, with
Athletics, Acrobatics, Endurance, Intimidate, Streetwise, Heal, Insight, Perception, and History checks allowed (to give every type of player his due). Ath, Acr, End, Int for the defender/strikers in the shield wall (push-of-pike type stuff), Str, Heal, Ins, Per, Hist (tactics, aiding, info, ingenuity type stuff) for the controllers and leaders in the second line.
With each success, I'd allow for the lines of battle to "gain ground," each failure would loose ground AND a healing surge. I'd tie in the surrounding combatants with random percentage die rolls in each turn with modifiers based on success/fail of the PCs for the same effects (warriors taking heart from the prowess and example of the PCs, or loosing the will to fight as the PCs take losses).
With 12 success before 6 failures, the battle is won, 6 failures means the line is broken and the forces routed (with consequences to the campaign). Perhaps then the PC have to additionally fight a small encounter as the retreat, as well?
What do you think? Also, what level PC would you expect to find participating as such?
This would be my first time DM'ing, and I think this would occur in the second run of my campaign (4-6 level or so), but I have this disgusting desire to plan ahead...sorry. Anything I'm missing?
Anyway...I was wondering how best to throw the characters into a large-scale battle, and I decided that running it as a skill challenge would be the best way of doing so.
This is what I have so far:
Maybe make it a 12/6 challenge, with
Athletics, Acrobatics, Endurance, Intimidate, Streetwise, Heal, Insight, Perception, and History checks allowed (to give every type of player his due). Ath, Acr, End, Int for the defender/strikers in the shield wall (push-of-pike type stuff), Str, Heal, Ins, Per, Hist (tactics, aiding, info, ingenuity type stuff) for the controllers and leaders in the second line.
With each success, I'd allow for the lines of battle to "gain ground," each failure would loose ground AND a healing surge. I'd tie in the surrounding combatants with random percentage die rolls in each turn with modifiers based on success/fail of the PCs for the same effects (warriors taking heart from the prowess and example of the PCs, or loosing the will to fight as the PCs take losses).
With 12 success before 6 failures, the battle is won, 6 failures means the line is broken and the forces routed (with consequences to the campaign). Perhaps then the PC have to additionally fight a small encounter as the retreat, as well?
What do you think? Also, what level PC would you expect to find participating as such?
This would be my first time DM'ing, and I think this would occur in the second run of my campaign (4-6 level or so), but I have this disgusting desire to plan ahead...sorry. Anything I'm missing?