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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Skill Challenge instead of "filler" Combat
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<blockquote data-quote="Baumi" data-source="post: 5046940" data-attributes="member: 2569"><p>Damnit, I saw that there were already at least one other post that tried it, but since I had already written it I will post it anyway... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":P" title="Stick out tongue :P" data-smilie="7"data-shortname=":P" /></p><p></p><p>IMHO, while combat in 4E is fun, it is also quite time consuming which makes a long Dungeon a chore. Also random Encounters or unexpected attacks (Party attacks a single NPC) are mostly a boring time filler with no real challenge (one or two normal Monsters don't challenge a normal sized Party). So I thought that using the Skill Challenge Mechanic would be a good alternative for these "filler" Combats because I think they are quick and simple but still include the gory details of a fight.</p><p></p><p>These Rules haven't been tested yet, but I before I use it I wanted to hear the opinions and comments from my fellow ENWorld Posters...</p><p></p><p><strong>Special Rules: </strong>To make it as simple and quick as possible, there is no board, no Power-Effects like Daze, Slide, etc. (these are just for describing your attack) and no bookmarking of Encounter Powers.</p><p></p><p>Attacks are rolled with the Attack-Attribute+5 (no Feat, Proficiency or Magic Bonus). So a level 6 (+3) Fighter with Str 18 (+4) would roll D20+12 vs. the target Number which comes from the Skill Challenge Table not from the Monster Defense. On a hit you gain a success, on a miss you gain a failure and also loose a healing surge (a defender can take that for you).</p><p></p><p><strong>Setup:</strong> Defeat the Monsters</p><p></p><p><strong>Level:</strong> Average Monster Level</p><p></p><p><strong>Complexity:</strong> Number of Monsters (4 Minions Count as one), maximum 5</p><p></p><p><strong>Primary Skills:</strong> Attack and Utility Powers, appropriate Skills for Stunts</p><p></p><p> <p style="margin-left: 20px"><em>At-Will and Encounter Powers (moderate):</em>The Effects, damage, range, etc. of the Powers are just help to describe your Attacks and maybe give you a small bonus if it is very cleverly used (+2). </p><p></p><p> <p style="margin-left: 20px"><em>Action Point, Daily Attack or Daily Combat-Utility (moderate):</em> You have to mark the power used, but if you succeed on your roll then you have gained 2 Successes. If you miss still gain at one success but also one failure.</p><p></p><p> <p style="margin-left: 20px"><em>Stunts (hard or moderate):</em> If you can think of a cool Stunt, then just use the appropriate skills on hard difficulty. If it can be done only once and is especially Clever you can roll it on moderate difficulty. Stunt Failures cost no healing surge.</p><p><strong></strong></p><p><strong>Secondary Skills:</strong> appropriate Skills, Item-powers</p><p></p><p> <p style="margin-left: 20px"><em>Skills (moderate):</em> Instead of an Attack you can try to positions yourself better or help your friends. If you make your check, you or one of your friends get +2 to the next check. On a failure the next check receives -2 penalty.</p><p></p><p> <p style="margin-left: 20px"><em>Daily Item Power:</em> You can reroll your attack or Skill as long as the Item Power might have helped with that.</p><p></p><p><strong>Succcess</strong></p><p>You have defeated your enemies and can now start to loot.</p><p></p><p><strong>Failure</strong></p><p>Each failure on a Primary Skill costs you or an defender (if he agrees) an healing surge. After 3 Failures something bad happens like an Alarm, Capturing a NPC/Companion, Reinforcement arrives, an important Item got Stolen, etc...</p></blockquote><p></p>
[QUOTE="Baumi, post: 5046940, member: 2569"] Damnit, I saw that there were already at least one other post that tried it, but since I had already written it I will post it anyway... :P IMHO, while combat in 4E is fun, it is also quite time consuming which makes a long Dungeon a chore. Also random Encounters or unexpected attacks (Party attacks a single NPC) are mostly a boring time filler with no real challenge (one or two normal Monsters don't challenge a normal sized Party). So I thought that using the Skill Challenge Mechanic would be a good alternative for these "filler" Combats because I think they are quick and simple but still include the gory details of a fight. These Rules haven't been tested yet, but I before I use it I wanted to hear the opinions and comments from my fellow ENWorld Posters... [B]Special Rules: [/B]To make it as simple and quick as possible, there is no board, no Power-Effects like Daze, Slide, etc. (these are just for describing your attack) and no bookmarking of Encounter Powers. Attacks are rolled with the Attack-Attribute+5 (no Feat, Proficiency or Magic Bonus). So a level 6 (+3) Fighter with Str 18 (+4) would roll D20+12 vs. the target Number which comes from the Skill Challenge Table not from the Monster Defense. On a hit you gain a success, on a miss you gain a failure and also loose a healing surge (a defender can take that for you). [B]Setup:[/B] Defeat the Monsters [B]Level:[/B] Average Monster Level [B]Complexity:[/B] Number of Monsters (4 Minions Count as one), maximum 5 [B]Primary Skills:[/B] Attack and Utility Powers, appropriate Skills for Stunts [INDENT][I]At-Will and Encounter Powers (moderate):[/I]The Effects, damage, range, etc. of the Powers are just help to describe your Attacks and maybe give you a small bonus if it is very cleverly used (+2). [/INDENT] [INDENT][I]Action Point, Daily Attack or Daily Combat-Utility (moderate):[/I] You have to mark the power used, but if you succeed on your roll then you have gained 2 Successes. If you miss still gain at one success but also one failure.[/INDENT] [INDENT][I]Stunts (hard or moderate):[/I] If you can think of a cool Stunt, then just use the appropriate skills on hard difficulty. If it can be done only once and is especially Clever you can roll it on moderate difficulty. Stunt Failures cost no healing surge.[/INDENT] [B] Secondary Skills:[/B] appropriate Skills, Item-powers [INDENT][I]Skills (moderate):[/I] Instead of an Attack you can try to positions yourself better or help your friends. If you make your check, you or one of your friends get +2 to the next check. On a failure the next check receives -2 penalty.[/INDENT] [INDENT][I]Daily Item Power:[/I] You can reroll your attack or Skill as long as the Item Power might have helped with that.[/INDENT] [B]Succcess[/B] You have defeated your enemies and can now start to loot. [B]Failure[/B] Each failure on a Primary Skill costs you or an defender (if he agrees) an healing surge. After 3 Failures something bad happens like an Alarm, Capturing a NPC/Companion, Reinforcement arrives, an important Item got Stolen, etc... [/QUOTE]
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