jeffhartsell
First Post
1. Allow the use of action points to grant a reroll of the skill check
2. Allow the use of a healing surge to grant a +2 bonus on the skill check
3. Allow one person per round of the skill challenge to aid another
4. A natural 20 grants the next skill check a +2 bonus and is a success even if the DC was higher than your result.
5. Beating the skill check DC by 5+ grants the next skill check a +2 bonus, stacks with the natural 20.
I already tried #5 and it was a nice rules that everyone thought was fun. The others I am going to try the next time we play. As it was, the level 1 party failed a complexity 3 level 1 skill challenge and the DCs were 20 for primary skills and 15 for secondary skills that could only be used once during the challenge. The group got to 6 success and 2 failures, but ran out of steam since those next up had to use perception to give a +2/-2 without a failure or try DC 20 checks with little to no bonuses. Then the rogue rolled bad on streetwise and the group failed.
Had there been a way to use up resources during a challenge but impact it in meaningful ways I think everyone would have had more fun. Hence using action points and healing surges. Also, allowing aid means that someone that cannot help the group in *this* challenge with main skills can try to aid someone else and still roleplay.
I'd rather not simply drop the DCs by 5.
2. Allow the use of a healing surge to grant a +2 bonus on the skill check
3. Allow one person per round of the skill challenge to aid another
4. A natural 20 grants the next skill check a +2 bonus and is a success even if the DC was higher than your result.
5. Beating the skill check DC by 5+ grants the next skill check a +2 bonus, stacks with the natural 20.
I already tried #5 and it was a nice rules that everyone thought was fun. The others I am going to try the next time we play. As it was, the level 1 party failed a complexity 3 level 1 skill challenge and the DCs were 20 for primary skills and 15 for secondary skills that could only be used once during the challenge. The group got to 6 success and 2 failures, but ran out of steam since those next up had to use perception to give a +2/-2 without a failure or try DC 20 checks with little to no bonuses. Then the rogue rolled bad on streetwise and the group failed.
Had there been a way to use up resources during a challenge but impact it in meaningful ways I think everyone would have had more fun. Hence using action points and healing surges. Also, allowing aid means that someone that cannot help the group in *this* challenge with main skills can try to aid someone else and still roleplay.
I'd rather not simply drop the DCs by 5.