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D&D Older Editions, OSR, & D&D Variants
Skill challenges from Tales of the Valiant
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<blockquote data-quote="Maialideth" data-source="post: 9690090" data-attributes="member: 6795301"><p>As for skill challenges, now that I've opened my own flood gates, so to speak... I'm playing with the format a bit in my current campaign. </p><p>For context, there are only two PCs in the group, so the numbers don't work quite as well here. Also, one is a barbarian and the other is a druid, so not a lot of variety in skills and tools proficiencies. The way to calculate the DC I mention in my first post, assumes that most of the skill checks are skills and tools the characters are proficient with, and that there will be a variety of proficiencies in the party.</p><p></p><p>I'm planning a skill challenge that is divided into 4 phases. The goal is to capture the essence of the Western Wind as part of a quest to gather special ingredients to forge a mighty weapon for the barbarian.</p><p>Each phase has a theme, that vaguely define what type of skills are appropriate for that phase, without defining specific skills, so the players have freedom to come up with fun ideas. In this case they are:</p><ul> <li data-xf-list-type="ul">Nature or tracking based.</li> <li data-xf-list-type="ul">Stealth based.</li> <li data-xf-list-type="ul">Physical or social performance based.</li> <li data-xf-list-type="ul">Capture the wind (more freeform than the others).</li> </ul><p></p><p>Each phase requires 3 skill checks (remember only two players). For a phase to be successful 2 out of the 3 checks must succeed. If all 3 succeed, the third success can be used to mitigate a failure from another phase. For example if phase 1 has three successes, but phase 2 only has one success, then one of the successes from phase 1 can be used to get phase 2 up to two successes.</p><p></p><p>The final result of the skill challenge is based on how many phases are successful (have two or more successes) and how many failures there are in total.</p><ul> <li data-xf-list-type="ul">All 4 phases fail - catastrophic failure.</li> <li data-xf-list-type="ul">2-3 phases fail - when the weapon is forged, it will have a powerful curse or a strong sentient personality that will conflict with the PC using it.</li> <li data-xf-list-type="ul">1 phase fail - the weapon will be cursed.</li> <li data-xf-list-type="ul">All phases succeed but there are 1-4 failures between them - the weapon will have some sort of quirk in addition to its magical property (it is going to be a Returning weapon, and this skill challenge is only a part of the quest to determine the powers the weapon will have).</li> <li data-xf-list-type="ul">All phases succeed with no failures - the weapon is going to be Legendary.</li> </ul><p></p><p>The base idea is a skill challenge in phases.</p><p>Each phase requires 2 out of 3 checks to succeed.</p><p>The third success from a phase can be used to mitigate failures in future phases.</p></blockquote><p></p>
[QUOTE="Maialideth, post: 9690090, member: 6795301"] As for skill challenges, now that I've opened my own flood gates, so to speak... I'm playing with the format a bit in my current campaign. For context, there are only two PCs in the group, so the numbers don't work quite as well here. Also, one is a barbarian and the other is a druid, so not a lot of variety in skills and tools proficiencies. The way to calculate the DC I mention in my first post, assumes that most of the skill checks are skills and tools the characters are proficient with, and that there will be a variety of proficiencies in the party. I'm planning a skill challenge that is divided into 4 phases. The goal is to capture the essence of the Western Wind as part of a quest to gather special ingredients to forge a mighty weapon for the barbarian. Each phase has a theme, that vaguely define what type of skills are appropriate for that phase, without defining specific skills, so the players have freedom to come up with fun ideas. In this case they are: [LIST] [*]Nature or tracking based. [*]Stealth based. [*]Physical or social performance based. [*]Capture the wind (more freeform than the others). [/LIST] Each phase requires 3 skill checks (remember only two players). For a phase to be successful 2 out of the 3 checks must succeed. If all 3 succeed, the third success can be used to mitigate a failure from another phase. For example if phase 1 has three successes, but phase 2 only has one success, then one of the successes from phase 1 can be used to get phase 2 up to two successes. The final result of the skill challenge is based on how many phases are successful (have two or more successes) and how many failures there are in total. [LIST] [*]All 4 phases fail - catastrophic failure. [*]2-3 phases fail - when the weapon is forged, it will have a powerful curse or a strong sentient personality that will conflict with the PC using it. [*]1 phase fail - the weapon will be cursed. [*]All phases succeed but there are 1-4 failures between them - the weapon will have some sort of quirk in addition to its magical property (it is going to be a Returning weapon, and this skill challenge is only a part of the quest to determine the powers the weapon will have). [*]All phases succeed with no failures - the weapon is going to be Legendary. [/LIST] The base idea is a skill challenge in phases. Each phase requires 2 out of 3 checks to succeed. The third success from a phase can be used to mitigate failures in future phases. [/QUOTE]
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