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Sailing through a storm
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 4473138" data-attributes="member: 710"><p>The skill ranks seem in a workable range. </p><p></p><p>One suggestion: </p><p></p><p>Easy DC might be something like 12, moderate 15, difficult 18. Require 8 successes before 3 failures. </p><p></p><p>- Climb, Jump and Profession (Sailor) (Easy): Get into a better position, +2 to next skill check. No count for success/failure. Can be used as often as you want.</p><p></p><p>- Profession (Sailor) (Moderate): Do your job of a sailor. Counts as success/failure. Can be used as often as you like. Failure opens up Bluff or Intimidate (so that the crew doesn't lose trust in you, see below). Success opens up Geography check (see below). </p><p></p><p>- Bluff, Diplomacy, Intimidate (Moderate): Organize the Crew so they man their posts and work well together. Counts as success/failure. You can use Diplomacy as often as you like, Bluff and Intimidate must be opened up first.</p><p>Failure on one causes you to lose a Sailor and open ups new use for Swim. (see below)</p><p></p><p>- Geography, Profession (Hard): Plot a route that might be a little safer. +2 to next skill check, counts as success/failure. Can be attempted until succeeded.</p><p></p><p>- Swim (Moderate):</p><p>You rescue a sailor that has gone over board. Counts as success/failure. </p><p></p><p>SUCCESS: The ship escapes mostly unscathed and you're still on course. (Optionally: You meet another ship that went through the same storm, but might have had less luck - do you want to help them, potentially getting some reward/allies? Or do you attack them in their moment of weakness?)</p><p></p><p>PARTIAL SUCCESS (no less then half the checks succeeded): Ship has taken some damage, and the travel time is increased as you've gone slightly off course. </p><p></p><p>FAILURE (less then half the checks succeeded): Ship has taken serious damage and needs repairs. It has gone off course and you must plot it again. You possibly run into further trouble (maybe enter an area with a hostile ship?)</p><p></p><p></p><p>Change as you see fit. As always: </p><p>Suggest that everyone attempts something. The low DC checks are meant to be without "risk" and give the characters with a low skill value a chance to contribute. </p><p></p><p>Remember not just to roll the dice. Either the players describe what they want to do and you suggest the skill they roll (sometimes they might do so and you have to decide whether it appropriate), or you or the player describe the scene after they have picked the skill and/or have seen the result. </p><p></p><p>What works best depends on you and your group.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 4473138, member: 710"] The skill ranks seem in a workable range. One suggestion: Easy DC might be something like 12, moderate 15, difficult 18. Require 8 successes before 3 failures. - Climb, Jump and Profession (Sailor) (Easy): Get into a better position, +2 to next skill check. No count for success/failure. Can be used as often as you want. - Profession (Sailor) (Moderate): Do your job of a sailor. Counts as success/failure. Can be used as often as you like. Failure opens up Bluff or Intimidate (so that the crew doesn't lose trust in you, see below). Success opens up Geography check (see below). - Bluff, Diplomacy, Intimidate (Moderate): Organize the Crew so they man their posts and work well together. Counts as success/failure. You can use Diplomacy as often as you like, Bluff and Intimidate must be opened up first. Failure on one causes you to lose a Sailor and open ups new use for Swim. (see below) - Geography, Profession (Hard): Plot a route that might be a little safer. +2 to next skill check, counts as success/failure. Can be attempted until succeeded. - Swim (Moderate): You rescue a sailor that has gone over board. Counts as success/failure. SUCCESS: The ship escapes mostly unscathed and you're still on course. (Optionally: You meet another ship that went through the same storm, but might have had less luck - do you want to help them, potentially getting some reward/allies? Or do you attack them in their moment of weakness?) PARTIAL SUCCESS (no less then half the checks succeeded): Ship has taken some damage, and the travel time is increased as you've gone slightly off course. FAILURE (less then half the checks succeeded): Ship has taken serious damage and needs repairs. It has gone off course and you must plot it again. You possibly run into further trouble (maybe enter an area with a hostile ship?) Change as you see fit. As always: Suggest that everyone attempts something. The low DC checks are meant to be without "risk" and give the characters with a low skill value a chance to contribute. Remember not just to roll the dice. Either the players describe what they want to do and you suggest the skill they roll (sometimes they might do so and you have to decide whether it appropriate), or you or the player describe the scene after they have picked the skill and/or have seen the result. What works best depends on you and your group. [/QUOTE]
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