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Skill Challenges: Please stop
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<blockquote data-quote="WizarDru" data-source="post: 5467364" data-attributes="member: 151"><p>I would really recommend going to Piratecat's Heroic Tier campaign analysis thread and skimming through to read the various skill challenges listed therein, as well as the discussion about them after the fact (what worked, what did not).</p><p></p><p>Here is the first big 'Mini-Game' skill challenge I presented to my players, at the conclusion of their first adventure. I present it to you, warts and all. [Note: I haven't changed the 'number of failures/successes' here.] This is the hand-out I provided to my players, after the setup for the battle. I learned a few things from this, but this worked extremely well for my group. I'd be glad to answer any questions you have about it. </p><p></p><p>Again, this uses what we nicknamed 'Mini-Game' style. The players are operating under a set of mostly known parameters towards a goal. Unlike a normal skill challenge, they are totally aware of the parameters and the of what their actions can be used for...though you'll note the text calls out them doing other things. Which they did. </p><p></p><p>When I have a chance, I'll post a different kind of skill challenge later.</p><p></p><p>[sblock]<strong><u><span style="font-size: 18px">Into the Fire - Stormwrack Assault!</span></u></strong></p><p><span style="font-size: 15px">Player Skill Challenge</span></p><p></p><p><em>Arriving at the rendezvous point, it becomes clear to you that the Stormwrack Corsairs have a sizable force in tow, outnumbering your force by at least three-to-one. You have the element of surprise on your side, but not a lot of time, a fact illustrated when the Captain yells to his men to prepare to get the ship underway. It is clear he feels that they have waited long enough.</em></p><p><em></em></p><p><em>Sergeant Draymond signals you that the time to strike is now. The corsairs must be taught that the islands are inviolate, justice must be acquired for the slain and answers to how the corsairs managed to penetrate the veil must be found. You steel yourselves for the assault.</em></p><p><em></em></p><p><em>It begins NOW.</em></p><p></p><p>Details:</p><p>Each round after the first, a corsair will attack each player, buying time for the ship to depart. If hit, you will take damage and possibly be poisoned. Healing a character, using a transition skill or using a secondary skill, does not count as a success toward the challenge. Note that some skills have both primary and secondary uses. Multiple successful uses of a primary skill will result in the difficulty of success for that skill going up, as the corsairs adapt to your strategems. Primary skills will become more difficulty immediately, secondary skills will become more difficult to execute gradually, while transition skills will remain at a fixed difficulty.</p><p></p><p>If you win the Skill Challenge, you will prevent the Stormwrack Corsairs from escaping. If you lose the Skill Challenge, the Corsairs ship will successfully set sail and depart. Regardless of the success of the Skill Challenge, there are two secondary goals that may be accomplished. These are:</p><p></p><p>1. Apprehend the Corsair Captain for justice at Castle Arbok.</p><p>2. Retrieve the copy of the Ritual of the Silver Veil from their ship.</p><p></p><p> All skill checks are standard actions.</p><p></p><p></p><p>The DM may award you a challenge success for a skill use not listed here, if a creative use of a skill, feat or power is offered by a player. Action points may be spent during the Skill Challenge, but not for additional actions during a round, except for healing, stunts or second winds. <strong><em>Unless the DM thinks that it is cool or fun, in which case <u>ROCK ON.</u></em></strong></p><p></p><p>The assault takes place on two fronts. The Shore and the Ship. Skill uses have different applications towards the challenge depending on where the players are located. The attacking ArbokGuard force starts by rushing out of the trees into the corsair force on the beach. Players must perform one of the ‘transition skills’ to move between one location to another. No one can be moved from one front to the other using methods such as slides, forced shifts or similar movement powers unless it can move a unit a minimum of two squares.</p><p></p><p><strong><u>Primary Skills:</u></strong></p><p></p><p><strong>Acrobatics</strong> – Moderate Difficulty (Scale the ship’s rigging and cut her sails)</p><p><strong>Athletics</strong> - Moderate ()</p><p><strong>Dungeoneering</strong> – Hard Difficulty (<em>find the secret hiding place of the stolen Guard Ritual Tome; can be completed only once and only attempted on the Ship; worth two successes</em>)</p><p><strong>Insight</strong> – Hard Difficulty (<em>Pierce the veil of the WindSeeker’s protective Glamour, allowing him to be attacked normally</em>)</p><p><strong>Religion </strong>– Hard/Moderate (<em>invoke a blessing of Nuidos to cause the sea to hamper the Ship’s departure; lower difficulty is for an adherent of Nuidos or one who has recently made an offering to her, can only be completed once</em>)</p><p><strong>Arcana</strong> – Hard Difficulty (<em>Use Knowledge of Rune Magic to weaken Captain to normal strength</em>)</p><p>Any Combat Power – Moderate Difficulty (take down a corsair.)</p><p><strong>Thievery</strong> – Hard Difficulty (<em>Steal the Windseeker’s components pouch, preventing the ritual, only one success possible</em>)</p><p></p><p><u><strong>Transition Skills: </strong></u></p><p><strong>Acrobatics</strong> – Moderate Difficulty (Character runs up/down mooring lines)</p><p><strong>Athletics</strong> – Moderate Difficulty (Character scales the side of the ship up or down)</p><p><strong>Intimidate</strong> – Moderate Difficulty (Run shouting on the gangplank, forcing corsairs aside)</p><p><strong>Endurance</strong> – Moderate Difficulty (Swim through water to reach/from jetty ladder)</p><p><em><strong>Any push, pull, or slide power</strong></em> – Moderate Difficulty</p><p></p><p><u><strong>Secondary Skills: </strong></u></p><p><strong>Acrobatics </strong>– Moderate Difficulty (avoid an attack or protect an ally from attack this turn)</p><p><strong>Perception </strong>– Moderate Difficutly (give an ally +2 on any Primary skill check. Max of two people can aid an ally on any one check. Ally must be on same front.)</p><p><strong>Stealth </strong>– Hard Difficulty (<em>do not draw an attack next turn.</em>)</p><p><strong>Aid another </strong>– Moderate Difficulty (<em>give an ally +2 on a shared skill’s check. Max of two people can aid an ally on any one check. Ally must be on the same front.</em>)</p><p><strong>Bluff </strong>– Moderate Difficulty (Draw an attack from the Captain or Windspeaker onto yourself).</p><p><strong>Heal </strong>– Moderate Difficulty (Remove a poison-dazed condition from another character)</p><p></p><p></p><p> </p><p>Each round, one hero on deck or ship may be subject to the attack by the Captain or Windspeaker.</p><p></p><p><strong>Corsair Attack:</strong> +5 vs AC, 1d6+3 damage and possibly dazed for one round</p><p><strong>Captain Attack: (normally Shore)</strong>: +10 vs. AC, 1d10+3 damage (Blood Moon Cutlass)</p><p><strong>Windspeaker Attack (normally Ship):</strong> 1d6+4 vs. Will (Slash of Ill Wind )</p><p></p><p></p><p>The regular corsairs are minions and will fall quickly at first, but will quickly use group tactics and caution as their brothers fall. The Captain bears the Blood Moon Cutlass, a vicious curved blade of Red Steel, which shines with an evil glow. The Captain’s armor appears to be a patchwork of loose metal scales, but inscribed with ancient runes, granting him more resistance than his fellows. The Windspeaker is enshrouded in a glamour of ghostly winds and mists swirling about him, making him virtually unassailable until dismissed.</p><p></p><p></p><p>To win the Skill Challenge, players must accomplish 12 successes before they obtain 6 failures. <em>Remember that successes at secondary or transition skills do NOT count towards this number, only primary skills.</em>[/sblock]</p></blockquote><p></p>
[QUOTE="WizarDru, post: 5467364, member: 151"] I would really recommend going to Piratecat's Heroic Tier campaign analysis thread and skimming through to read the various skill challenges listed therein, as well as the discussion about them after the fact (what worked, what did not). Here is the first big 'Mini-Game' skill challenge I presented to my players, at the conclusion of their first adventure. I present it to you, warts and all. [Note: I haven't changed the 'number of failures/successes' here.] This is the hand-out I provided to my players, after the setup for the battle. I learned a few things from this, but this worked extremely well for my group. I'd be glad to answer any questions you have about it. Again, this uses what we nicknamed 'Mini-Game' style. The players are operating under a set of mostly known parameters towards a goal. Unlike a normal skill challenge, they are totally aware of the parameters and the of what their actions can be used for...though you'll note the text calls out them doing other things. Which they did. When I have a chance, I'll post a different kind of skill challenge later. [sblock][B][U][SIZE="5"]Into the Fire - Stormwrack Assault![/SIZE][/U][/B] [SIZE="4"]Player Skill Challenge[/SIZE] [I]Arriving at the rendezvous point, it becomes clear to you that the Stormwrack Corsairs have a sizable force in tow, outnumbering your force by at least three-to-one. You have the element of surprise on your side, but not a lot of time, a fact illustrated when the Captain yells to his men to prepare to get the ship underway. It is clear he feels that they have waited long enough. Sergeant Draymond signals you that the time to strike is now. The corsairs must be taught that the islands are inviolate, justice must be acquired for the slain and answers to how the corsairs managed to penetrate the veil must be found. You steel yourselves for the assault. It begins NOW.[/I] Details: Each round after the first, a corsair will attack each player, buying time for the ship to depart. If hit, you will take damage and possibly be poisoned. Healing a character, using a transition skill or using a secondary skill, does not count as a success toward the challenge. Note that some skills have both primary and secondary uses. Multiple successful uses of a primary skill will result in the difficulty of success for that skill going up, as the corsairs adapt to your strategems. Primary skills will become more difficulty immediately, secondary skills will become more difficult to execute gradually, while transition skills will remain at a fixed difficulty. If you win the Skill Challenge, you will prevent the Stormwrack Corsairs from escaping. If you lose the Skill Challenge, the Corsairs ship will successfully set sail and depart. Regardless of the success of the Skill Challenge, there are two secondary goals that may be accomplished. These are: 1. Apprehend the Corsair Captain for justice at Castle Arbok. 2. Retrieve the copy of the Ritual of the Silver Veil from their ship. All skill checks are standard actions. The DM may award you a challenge success for a skill use not listed here, if a creative use of a skill, feat or power is offered by a player. Action points may be spent during the Skill Challenge, but not for additional actions during a round, except for healing, stunts or second winds. [B][I]Unless the DM thinks that it is cool or fun, in which case [U]ROCK ON.[/U][/I][/B] The assault takes place on two fronts. The Shore and the Ship. Skill uses have different applications towards the challenge depending on where the players are located. The attacking ArbokGuard force starts by rushing out of the trees into the corsair force on the beach. Players must perform one of the ‘transition skills’ to move between one location to another. No one can be moved from one front to the other using methods such as slides, forced shifts or similar movement powers unless it can move a unit a minimum of two squares. [B][U]Primary Skills:[/U][/B] [B]Acrobatics[/B] – Moderate Difficulty (Scale the ship’s rigging and cut her sails) [B]Athletics[/B] - Moderate () [B]Dungeoneering[/B] – Hard Difficulty ([I]find the secret hiding place of the stolen Guard Ritual Tome; can be completed only once and only attempted on the Ship; worth two successes[/I]) [B]Insight[/B] – Hard Difficulty ([I]Pierce the veil of the WindSeeker’s protective Glamour, allowing him to be attacked normally[/I]) [B]Religion [/B]– Hard/Moderate ([I]invoke a blessing of Nuidos to cause the sea to hamper the Ship’s departure; lower difficulty is for an adherent of Nuidos or one who has recently made an offering to her, can only be completed once[/I]) [B]Arcana[/B] – Hard Difficulty ([I]Use Knowledge of Rune Magic to weaken Captain to normal strength[/I]) Any Combat Power – Moderate Difficulty (take down a corsair.) [B]Thievery[/B] – Hard Difficulty ([I]Steal the Windseeker’s components pouch, preventing the ritual, only one success possible[/I]) [u][b]Transition Skills: [/b][/u][b][/b] [B]Acrobatics[/B] – Moderate Difficulty (Character runs up/down mooring lines) [B]Athletics[/B] – Moderate Difficulty (Character scales the side of the ship up or down) [B]Intimidate[/B] – Moderate Difficulty (Run shouting on the gangplank, forcing corsairs aside) [B]Endurance[/B] – Moderate Difficulty (Swim through water to reach/from jetty ladder) [I][B]Any push, pull, or slide power[/B][/I] – Moderate Difficulty [u][b]Secondary Skills: [/b][/U][b][/B] [B]Acrobatics [/B]– Moderate Difficulty (avoid an attack or protect an ally from attack this turn) [B]Perception [/B]– Moderate Difficutly (give an ally +2 on any Primary skill check. Max of two people can aid an ally on any one check. Ally must be on same front.) [B]Stealth [/B]– Hard Difficulty ([I]do not draw an attack next turn.[/I]) [B]Aid another [/B]– Moderate Difficulty ([I]give an ally +2 on a shared skill’s check. Max of two people can aid an ally on any one check. Ally must be on the same front.[/I]) [B]Bluff [/B]– Moderate Difficulty (Draw an attack from the Captain or Windspeaker onto yourself). [B]Heal [/B]– Moderate Difficulty (Remove a poison-dazed condition from another character) Each round, one hero on deck or ship may be subject to the attack by the Captain or Windspeaker. [b]Corsair Attack:[/B] +5 vs AC, 1d6+3 damage and possibly dazed for one round [b]Captain Attack: (normally Shore)[/B]: +10 vs. AC, 1d10+3 damage (Blood Moon Cutlass) [B]Windspeaker Attack (normally Ship):[/B] 1d6+4 vs. Will (Slash of Ill Wind ) The regular corsairs are minions and will fall quickly at first, but will quickly use group tactics and caution as their brothers fall. The Captain bears the Blood Moon Cutlass, a vicious curved blade of Red Steel, which shines with an evil glow. The Captain’s armor appears to be a patchwork of loose metal scales, but inscribed with ancient runes, granting him more resistance than his fellows. The Windspeaker is enshrouded in a glamour of ghostly winds and mists swirling about him, making him virtually unassailable until dismissed. To win the Skill Challenge, players must accomplish 12 successes before they obtain 6 failures. [i]Remember that successes at secondary or transition skills do NOT count towards this number, only primary skills.[/i][/sblock] [/QUOTE]
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