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Seeking Ideas for a Skill Challenge
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<blockquote data-quote="Balesir" data-source="post: 6429436" data-attributes="member: 27160"><p>Firstly I would decide and announce the stakes; I have used extended rest mechanics where players need to roll X+ on a d6 for each daily power, healing surge (take average numbers for most of these if you want) and magic item uses. This can work with a skill challenge if you say that they automatically find a place to rest, but must roll 3+ (increased by 1 for each failure in the SC) for each daily recharge.</p><p></p><p>Next, ask what they are looking for exactly, and where. Most skills might plausibly be relevant: Athletics to climb up to/down to or even swim accross to a safe haven, Acrobatics to squeeze through the entrance, Monster Knowledge to check what if any creatures live/patrol/hunt here, History if the dungeon had a "civilised" period in its past (like Moria), Intuition to know where others would omit to look, Arcana to divine a hidden cell or fresh water, Religion to read omens and signs, the list might never end.</p><p></p><p>One thing I am experimenting with you might try: instead of having "hard" skill checks baked in, have a number of "tokens" that you as GM spend for the "opposition" to a skill challenge. Spending a token can increase a DC difficulty from moderate to hard (or easy to moderate), remove a success or direct a test (skill check) at a specific character (who might not be the one ideally suited to make it). Describe the effects of the tokens in game terms - e.g. from the actions of a hostile creature or the reactions of an NPC in a social challenge. The "advantages" spoken about in the RC could be handled a similar way, but with the players getting the 'tokens'.</p><p></p><p>For tasks most or all characters need to do, I use this simple guide:</p><p></p><p>- A basic task involves one PC rolling against a moderate DC</p><p>- A "One for All" task involves any who wish to roll for the task doing so, and only the highest counts, needing to beat a hard DC</p><p>- An "All for One" task is one every character must roll for, and all must succeed at an easy DC to get a success</p><p>- A "Democratic" task is one that all characters must roll for, and a plurality of those rolling must succeed at a moderate DC to get a success</p><p></p><p>To get a mutable, appropriate skill challenge jsut use these guidelines until the set number of successes or failures are achieved for the level and complexity of challenge you decided upon. The details of the tasks rely on what the players decide the characters will do and how; if you don't think the actions are sensible, use your tokens to make them harder and slow them down; if you think the plan is good, let them make rolls to get advantages that they can use to cancel out failures or make rolls easier, or to jump in to help struggling characters or block the use of tokens on a specific task.</p><p></p><p>Oh, and I usually let players choose for a character to make a roll that is harder than usual (hard instead of moderate, say) to use aid another at the same task. If they go two grades more difficult (easy to hard in an 'All for One' task, for example) they can use Aid Another to help all the other characters in the task.</p><p></p><p>I know you asked for specific tasks/skills for your challenge - I'm detailing these guidelines because what I'm suggesting is that you dan't set a specific set of tasks or rolls in advance. Wing it in response to the players' plans, and use the guidelines to make the challenge fair and of the difficulty you have decided it should be.</p></blockquote><p></p>
[QUOTE="Balesir, post: 6429436, member: 27160"] Firstly I would decide and announce the stakes; I have used extended rest mechanics where players need to roll X+ on a d6 for each daily power, healing surge (take average numbers for most of these if you want) and magic item uses. This can work with a skill challenge if you say that they automatically find a place to rest, but must roll 3+ (increased by 1 for each failure in the SC) for each daily recharge. Next, ask what they are looking for exactly, and where. Most skills might plausibly be relevant: Athletics to climb up to/down to or even swim accross to a safe haven, Acrobatics to squeeze through the entrance, Monster Knowledge to check what if any creatures live/patrol/hunt here, History if the dungeon had a "civilised" period in its past (like Moria), Intuition to know where others would omit to look, Arcana to divine a hidden cell or fresh water, Religion to read omens and signs, the list might never end. One thing I am experimenting with you might try: instead of having "hard" skill checks baked in, have a number of "tokens" that you as GM spend for the "opposition" to a skill challenge. Spending a token can increase a DC difficulty from moderate to hard (or easy to moderate), remove a success or direct a test (skill check) at a specific character (who might not be the one ideally suited to make it). Describe the effects of the tokens in game terms - e.g. from the actions of a hostile creature or the reactions of an NPC in a social challenge. The "advantages" spoken about in the RC could be handled a similar way, but with the players getting the 'tokens'. For tasks most or all characters need to do, I use this simple guide: - A basic task involves one PC rolling against a moderate DC - A "One for All" task involves any who wish to roll for the task doing so, and only the highest counts, needing to beat a hard DC - An "All for One" task is one every character must roll for, and all must succeed at an easy DC to get a success - A "Democratic" task is one that all characters must roll for, and a plurality of those rolling must succeed at a moderate DC to get a success To get a mutable, appropriate skill challenge jsut use these guidelines until the set number of successes or failures are achieved for the level and complexity of challenge you decided upon. The details of the tasks rely on what the players decide the characters will do and how; if you don't think the actions are sensible, use your tokens to make them harder and slow them down; if you think the plan is good, let them make rolls to get advantages that they can use to cancel out failures or make rolls easier, or to jump in to help struggling characters or block the use of tokens on a specific task. Oh, and I usually let players choose for a character to make a roll that is harder than usual (hard instead of moderate, say) to use aid another at the same task. If they go two grades more difficult (easy to hard in an 'All for One' task, for example) they can use Aid Another to help all the other characters in the task. I know you asked for specific tasks/skills for your challenge - I'm detailing these guidelines because what I'm suggesting is that you dan't set a specific set of tasks or rolls in advance. Wing it in response to the players' plans, and use the guidelines to make the challenge fair and of the difficulty you have decided it should be. [/QUOTE]
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