Siege Of Bordrin's Watch OOC

I think revisiting the first three skill checks in this game tells us a lot. The first and third would still have succeeded, but we would have lost the horse. That's in a fairly strong party at the top of the range; at fourth level, it becomes a bit harder again.

In this game, we don't know the target numbers just the skills, which means we have to act like everything is at 15, regardless of the reality. That too raises the stakes, and is a very nice mechanic for an OL game, I think. The tension is there for us, even if from your perspective we are managing easily.

KS
 

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Well in this game matters are made even worse, inasmuch as that I gave everyone three skills to choose from. Thus, most of these checks have at least half the players able to find at least one of the skills that they have trained. So with the group needing to make 3 of 5... and 3 of those players have a skill that's up around the +10s... the odds in this particular skill challenge lean heavily in the group's favor, even if some of the skills have a DC of 15.

This particular check is the only one in the challenge where only two of the six of you are trained in a skill, which means this might be the only one you have an actual chance to fail. But even if you do... the subsequent checks will go back to having options like Athletics, Endurance, and Stealth... which means most of you will find yourselves trained.

I'm not going to change the DCs for this challenge... but I definitely know that if there are any subsequent challenges, I'm going to move the DCs to 10/15/20. Because even a fully trained/correctly attributed character should have a 50/50 chance to fail a Hard skill check, otherwise there's no point in doing them.

*EDIT* Although to be fair... most of your characters are all statted out to be really good at this style of skill challenge (outdoorsy, physically based). So I really can't complain, since I chose you all after all. :) But if by some chance you ever find yourselves in a social skill challenge... that's when it'll get interesting! Cause then Dorn will be all over it... but the rest of you would find yourselves potentially up the creek as it were.

(Hmm... where can I insert a social skill challenge? Heh heh!)
 
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I think it makes sense that it's very difficult for an untrained person to make the Hard DC if they're not trained. If I haven't learned how to operate a wrecking ball, the probability of me knocking down a structure and not damaging adjacent objects is extremely low. Now if I'm a licensed operator with years of experience the situation changes and it's much more likely I'll succeed.... stupid example I know, but it's all I could think of...

Anyways, Tregar can try Nature, he's got a +5 mod so there's a chance ;)
 


I figured that Henry might be better served to aid, Tregar's bonus is only +2 and I think Tregar's got a better shot at succeeding on the other checks then Henry.
 

So here's how things appear for you guys...

Gala can take Nature at +12
Wendigo can take Perception at +10
Tregar's highest are Nature/Perception at +5 (and History at +2)
Dorn's highest is History at +4
Henry's highest are Nature/Perception at +2
Gloomblade's highest is History at +1

Is the plan for Tregar to make the History Aid so that Dorn has a better shot at making the 3rd check? And then hope that Henry or Gloomblade just luck out if one of the expected people end up missing?

Or would you rather have Henry make a Nature or Perception Aid to Tregar, thereby giving you two people (Tregar & Dorn) with slightly higher chances of making their checks?

The IC seemed to indicate Tregar Aiding Dorn with History, but I just want to confirm this is how you all want to do it.
 


So here's how things appear for you guys...

Gala can take Nature at +12
Wendigo can take Perception at +10
Tregar's highest are Nature/Perception at +5 (and History at +2)
Dorn's highest is History at +4
Henry's highest are Nature/Perception at +2
Gloomblade's highest is History at +1

Is the plan for Tregar to make the History Aid so that Dorn has a better shot at making the 3rd check? And then hope that Henry or Gloomblade just luck out if one of the expected people end up missing?
That appears to be the plan. Tregar could do Nature/Perception and Henry could aid him for a +7 Nature/Perception which would increase chances there, but hurt our history chances (which aren't great anyway). Gloomblade should default to history just as its his best, and, as Insight said, its not good for him for any check. :)

I'll let r1 decide his plans there.
 


You'll probably have noticed already on the seperate thread, but I am on vacation from tomorrow, July 3rd through Sunday, July 12th.

Once you all decide which path you are going to take (tunnel or overland), feel free to rp the rest of the journey as you like. Any flavor stuff you write that you see/hear/remember about what you notice on your path, I'll try and incorporate at opportune moments in the game. When I get back, I will pick the story up with you arriving at your destination.
 

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