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General Tabletop Discussion
*Pathfinder & Starfinder
Skill Challenge Play Examples?
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<blockquote data-quote="msherman" data-source="post: 4886147" data-attributes="member: 77344"><p>I've got a challenge coming up in a few sessions where I'm trying something new. We use the Obsidian system, so challenges are always three rounds, and each player tries a skill each round, with a fixed number of successes required for victory or partial victory.</p><p></p><p>The entire session will see the pcs assisting in defending a fort against a monster siege. There's three combats, where the PCs are fighting a wave of monsters attacking the gate they're defending. Before each combat is one round of the skill challenge, where the PCs take advantage of the lull between waves at their gate to offer orders and assistance to defenders elsewhere in the fort.</p><p></p><p>In prepping the challenge, I went through the PCs and picked 3 unique trained skills for each character. For each skill, I figured out a way to "slow pitch" to that skill, so that if a PC doesn't already have an idea in mind for what to do during a skill challenge phase, I can give them a setup that plays to their strength. For example, the cleric (Raven Queen) will be asked to perform a benediction for the dead and soon-to-be-dead (religion), and the fighter will be asked for help commanding a cowardly unit that's trying to flee their post (intimidate).</p><p></p><p>I'm also going to give the PCs an option to spend a standard action during the fights to make a bonus check in the skill challenge. I don't expect this to get used, but if things are looking bad by the time they get to the third fight (after the last round of the skill challenge), they might want to take the risk.</p><p></p><p>I also set up a meaningful result for each possible outcome: failure, the fort falls, and the PCs are taken prisoner, leading to exciting adventures escaping the enemy camp. Partial victory, the fort holds, but the defeated monsters manage an orderly retreat, taking some of the available treasure with them. Full victory, the monsters are routed, and the PCs get an additional treasure parcel full of potions from the cart of an enemy witch doctor.</p></blockquote><p></p>
[QUOTE="msherman, post: 4886147, member: 77344"] I've got a challenge coming up in a few sessions where I'm trying something new. We use the Obsidian system, so challenges are always three rounds, and each player tries a skill each round, with a fixed number of successes required for victory or partial victory. The entire session will see the pcs assisting in defending a fort against a monster siege. There's three combats, where the PCs are fighting a wave of monsters attacking the gate they're defending. Before each combat is one round of the skill challenge, where the PCs take advantage of the lull between waves at their gate to offer orders and assistance to defenders elsewhere in the fort. In prepping the challenge, I went through the PCs and picked 3 unique trained skills for each character. For each skill, I figured out a way to "slow pitch" to that skill, so that if a PC doesn't already have an idea in mind for what to do during a skill challenge phase, I can give them a setup that plays to their strength. For example, the cleric (Raven Queen) will be asked to perform a benediction for the dead and soon-to-be-dead (religion), and the fighter will be asked for help commanding a cowardly unit that's trying to flee their post (intimidate). I'm also going to give the PCs an option to spend a standard action during the fights to make a bonus check in the skill challenge. I don't expect this to get used, but if things are looking bad by the time they get to the third fight (after the last round of the skill challenge), they might want to take the risk. I also set up a meaningful result for each possible outcome: failure, the fort falls, and the PCs are taken prisoner, leading to exciting adventures escaping the enemy camp. Partial victory, the fort holds, but the defeated monsters manage an orderly retreat, taking some of the available treasure with them. Full victory, the monsters are routed, and the PCs get an additional treasure parcel full of potions from the cart of an enemy witch doctor. [/QUOTE]
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