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Seeking Ideas for a Skill Challenge
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<blockquote data-quote="Manbearcat" data-source="post: 6429516" data-attributes="member: 6696971"><p>My advice is just going to fall along the lines of my general advice for Skill Challenges.</p><p></p><p>1) As @<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=27160" target="_blank">Balesir</a></u></strong></em> mentioned above, the stakes and player goals need to be made transparent, explicit and agreed upon by the table. For instance, "Brave the dangers of the Ptolus dungeon and locate a bastion to rest and recover." Give them clear information on the fallout of failure. "Further resource depletion, potentially in a spot, but able to continue searching for a locale to rest."</p><p></p><p>2) Give them the explicit metagame information necessary so they can declare action that interface properly with the mechanical framework. For instance, "Skill Challenge complexity 4: 10 successes before 3 failures, 3 hard DCs required, 4 advantages, 4 secondary skills." I use markers for this so the players have the information they need to play the game portion and so we both know where the conflict currently resides in the dramatic curve. Make sure they know precisely what augmentations that advantages and secondary skills can be used for. This is always consistent at my table so we don't have to worry about canvassing it from conflict to conflict. Use Group Checks as required and step up the DC one higher than what would be used for a single-party check.</p><p></p><p>3) Use fitting thematic complications to move the fiction along and dynamically change the situation as required but pretty much always charge a healing surge (I do this typically for the entirety of the group - mental/physical fatigue or luck running out) on a failure:</p><p></p><p>a) Use a geographical obstacle</p><p>b) Use a monster/NPC (or more)</p><p>c) Use a hazard/trap</p><p>d) Hit them with a condition/disease</p><p>e) Separate them</p><p>f) Put a specific character in a spot such that the focus becomes rescue</p><p>g) Present them an opportunity with a clear cost (such as a parlay with an NPC or a dangerous, potentially fruitful route but no turning back)</p><p>h) Show them a portent of something ominous and potentially imminent (tracks, slime, expanding fissures, etc)</p><p>i) Use the healing surge loss as an open descriptor loss of physical resources that sets them back or makes life more difficult (important gear, rations, ammo, etc)</p><p></p><p>4) Build upon the fiction that came before and let things snowball, but simultaneously treat each situation as mechanically discrete. Keep the pace quick, the pressure on, and continuously escalate the drama until it achieves its conclusion; safe bastion and ER attained or characters more depleted, likely in a pinch, and still looking for a place to hole up (starting the challenge anew if they wish).</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 6429516, member: 6696971"] My advice is just going to fall along the lines of my general advice for Skill Challenges. 1) As @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=27160"]Balesir[/URL][/U][/B][/I] mentioned above, the stakes and player goals need to be made transparent, explicit and agreed upon by the table. For instance, "Brave the dangers of the Ptolus dungeon and locate a bastion to rest and recover." Give them clear information on the fallout of failure. "Further resource depletion, potentially in a spot, but able to continue searching for a locale to rest." 2) Give them the explicit metagame information necessary so they can declare action that interface properly with the mechanical framework. For instance, "Skill Challenge complexity 4: 10 successes before 3 failures, 3 hard DCs required, 4 advantages, 4 secondary skills." I use markers for this so the players have the information they need to play the game portion and so we both know where the conflict currently resides in the dramatic curve. Make sure they know precisely what augmentations that advantages and secondary skills can be used for. This is always consistent at my table so we don't have to worry about canvassing it from conflict to conflict. Use Group Checks as required and step up the DC one higher than what would be used for a single-party check. 3) Use fitting thematic complications to move the fiction along and dynamically change the situation as required but pretty much always charge a healing surge (I do this typically for the entirety of the group - mental/physical fatigue or luck running out) on a failure: a) Use a geographical obstacle b) Use a monster/NPC (or more) c) Use a hazard/trap d) Hit them with a condition/disease e) Separate them f) Put a specific character in a spot such that the focus becomes rescue g) Present them an opportunity with a clear cost (such as a parlay with an NPC or a dangerous, potentially fruitful route but no turning back) h) Show them a portent of something ominous and potentially imminent (tracks, slime, expanding fissures, etc) i) Use the healing surge loss as an open descriptor loss of physical resources that sets them back or makes life more difficult (important gear, rations, ammo, etc) 4) Build upon the fiction that came before and let things snowball, but simultaneously treat each situation as mechanically discrete. Keep the pace quick, the pressure on, and continuously escalate the drama until it achieves its conclusion; safe bastion and ER attained or characters more depleted, likely in a pinch, and still looking for a place to hole up (starting the challenge anew if they wish). [/QUOTE]
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