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<blockquote data-quote="wlmartin" data-source="post: 5662005" data-attributes="member: 6679380"><p>Say you have a group of adventurers that enter an area, immediately they become lost in a maze. The group should feel they are just going around in circles..</p><p></p><p>Dungeoneering will allow them to gain a success</p><p>(Where being a Minotaur or a Dwarf allows them to reroll the first failure they get)</p><p>Arcana will allow them to gain a success</p><p>Insight will allow them to defer their roll against a future failure a party member has in either of the above abilities</p><p></p><p>Each turn represents 1 hour and I will hide this from the group until the end of the first turn.</p><p></p><p>I am going to hide most of this from the group... i will let them figure out what skills are to be used however if any of them are unsure of what abilities they can use I will let them know (in a narrative) that Arcana & Dungeoneering can be used.</p><p></p><p>If a player is stuck as to what abilities he can use, I will let him try out any non key skill (Arcana, Insight, Dungoneering) as long as he gives me a good enough reason for it... then I will let him apply it as a +2 to any future check by another party member.</p><p></p><p>I will also allow them to assist each other with aided checks.</p><p></p><p>Upon the first failure, the closest member of the party is told that during your friends efforts you notice he made a mistake - on your turn you can use your insight skill to substitute your roll for his should this happen again.</p><p></p><p>When each member has taken their actions I will let them know that an hour has passed, the group is starting to feel the toll of being lost and panic starts to creep in that they may never find their way out. (Roll endurance as a group, 50% need to pass and if they do it counts as a success)</p><p></p><p>After the first endurance check I will let the group know that remaining composed when you are lost and they can use a diplomacy/bluff check giving a +2 to any ally they aid which translates to them giving encouragement to their ally whilst they attempt their next check.</p><p></p><p>No matter what happens they will get out of the maze but if they lose they each take a 1 healing surge loss and end up in front of the enemy rather than behind them in the next Combat Encounter.</p><p></p><p>if the Skill Challenge above works smoothly I am hoping that the characters will figure out what the key skills are themselves... I doubt any of them will figure out to use insight themselves so it will require a failure from another party member to prompt them for this.</p><p></p><p>The only thing I will force them to do is make the endurance check each turn, the rest is upto them.</p><p></p><p>If I honestly see that people are coming up with random actions (someone with -2 Arcana aiding in an Arcana check because they dont have anything better to do) I may prompt them with some narrative that tells them what the 2 key skills are.</p><p></p><p>I have given the group 2 (and then a 3rd) key skills to focus on, I will give them a group check so they are rolling at least once per turn and allow them to use diplomacy or bluff after the first turn to encourage their allies (a +2 aided bonus)... I can't think of anyone who doesnt have some choices as to what to do and each player should be rolling each round and if I do it right, it doesnt feel like they are rolling against a skill challenge but instead are trying to escape a maze.</p><p></p><p><u><strong></strong></u></p><p><u><strong>What do you think?</strong></u></p></blockquote><p></p>
[QUOTE="wlmartin, post: 5662005, member: 6679380"] Say you have a group of adventurers that enter an area, immediately they become lost in a maze. The group should feel they are just going around in circles.. Dungeoneering will allow them to gain a success (Where being a Minotaur or a Dwarf allows them to reroll the first failure they get) Arcana will allow them to gain a success Insight will allow them to defer their roll against a future failure a party member has in either of the above abilities Each turn represents 1 hour and I will hide this from the group until the end of the first turn. I am going to hide most of this from the group... i will let them figure out what skills are to be used however if any of them are unsure of what abilities they can use I will let them know (in a narrative) that Arcana & Dungeoneering can be used. If a player is stuck as to what abilities he can use, I will let him try out any non key skill (Arcana, Insight, Dungoneering) as long as he gives me a good enough reason for it... then I will let him apply it as a +2 to any future check by another party member. I will also allow them to assist each other with aided checks. Upon the first failure, the closest member of the party is told that during your friends efforts you notice he made a mistake - on your turn you can use your insight skill to substitute your roll for his should this happen again. When each member has taken their actions I will let them know that an hour has passed, the group is starting to feel the toll of being lost and panic starts to creep in that they may never find their way out. (Roll endurance as a group, 50% need to pass and if they do it counts as a success) After the first endurance check I will let the group know that remaining composed when you are lost and they can use a diplomacy/bluff check giving a +2 to any ally they aid which translates to them giving encouragement to their ally whilst they attempt their next check. No matter what happens they will get out of the maze but if they lose they each take a 1 healing surge loss and end up in front of the enemy rather than behind them in the next Combat Encounter. if the Skill Challenge above works smoothly I am hoping that the characters will figure out what the key skills are themselves... I doubt any of them will figure out to use insight themselves so it will require a failure from another party member to prompt them for this. The only thing I will force them to do is make the endurance check each turn, the rest is upto them. If I honestly see that people are coming up with random actions (someone with -2 Arcana aiding in an Arcana check because they dont have anything better to do) I may prompt them with some narrative that tells them what the 2 key skills are. I have given the group 2 (and then a 3rd) key skills to focus on, I will give them a group check so they are rolling at least once per turn and allow them to use diplomacy or bluff after the first turn to encourage their allies (a +2 aided bonus)... I can't think of anyone who doesnt have some choices as to what to do and each player should be rolling each round and if I do it right, it doesnt feel like they are rolling against a skill challenge but instead are trying to escape a maze. [U][B] What do you think?[/B][/U] [/QUOTE]
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