First, my apologies for such a long first post.
Second, I really like the look of your skill challenge system, and I'd like to echo the sentiments of those who feel let down by the shoddy "official" system. The one thing, above others, that I really like about your system is how, IMO, it seems to rewards those players who really make an effort to be creative [Magus, I did enjoy reading through your description of the bear encounter. It kind of got me thinking of the old saying "I don't have to outrun the bear, I just have to outrun you!"].
Finally, I'm intending to give it a go in the near future with my players. I'd been developing some encounters for a journey across a moorland region, and came up with this one. I'd be very interested to know what you, StalkerO, or anyone else thinks of the encounter, and how I intend to link the combat counter that follows it. Does it fit the spirit of the system? Are the consequences of success or failure appropriate? Here goes...
[FONT=Verdana, sans-serif]Cry for Help! - Level 2 (800XP)[/FONT]
[FONT=Verdana, sans-serif]This encounter will only occur during watch periods 1 to 4. The PC's see a young lad (his name is Eafa) running in terror across the moorland. If they can catch him, they may eventually be able to calm him enough to get him to tell them what's going on.[/FONT]
“[FONT=Verdana, sans-serif]Some creatures attacked our farm, Sir. One of 'em killed old Aelwig, and then it ate him, oh it was horrible...he screamed and screamed...Criba tried to fight 'em but it was no good. So we hid in the house and the barn, and barricaded ourselves in. M'Pa told me to run away, so when it was safe I was lowered out of a window and I ran and ran. Can you help us, kind Sir, please, please!”[/FONT]
[FONT=Verdana, sans-serif]The creatures are in fact ghouls, and there are three of them. They attacked the farm to find fresh meat.[/FONT]
[FONT=Verdana, sans-serif]The combat encounter is preceded by the following Skill Challenge.[/FONT]
[FONT=Verdana, sans-serif]Purpose: Get to the farm as quickly as possible, scout out the area for the creatures, and place yourself in an advantageous position to fight the creatures or rescue the people on the farm.[/FONT]
[FONT=Verdana, sans-serif]Level 1: DC 18[/FONT]
[FONT=Verdana, sans-serif]Challenge Type: Physical[/FONT]
[FONT=Verdana, sans-serif]Primary Skill: Round 1 - Endurance; Round 2&3 - Stealth[/FONT]
[FONT=Verdana, sans-serif]Party of 5: V8+, PV6-7, F<6[/FONT]
[FONT=Verdana, sans-serif]Party of 6: V10+, PV8-9, F<8[/FONT]
[FONT=Verdana, sans-serif]Failure: The house has been broken into and the family eaten. All non-evil PC's suffer -1 attack penalty in the ensuing combat due to this blow to morale. Do not award the party the 200XP for the skill challenge. [All ghouls are placed within the house][/FONT]
[FONT=Verdana, sans-serif]Partial Victory: You make it to the farm in time, but you have not worked yourself into an advantageous position. [1 ghoul is placed, then two PC's, repeat][/FONT]
[FONT=Verdana, sans-serif]Victory: You have worked yourself into an advantageous position. Expect a bonus. [All three ghouls are placed, then PC's place themselves][/FONT]
[FONT=Verdana, sans-serif]Turn 1: Get to the farm as fast as you can[/FONT]
[FONT=Verdana, sans-serif]Knowledge: Nature allowed – avoids terrain hazards such as Boggy ground which would otherwise slow the party down. Only allowed once per player per encounter.[/FONT]
[FONT=Verdana, sans-serif]Social: Intimidate – might be used to push some of the weaker members of the party into picking up the pace a little. Only allowed once per player per encounter.[/FONT]
[FONT=Verdana, sans-serif]Endurance – get there just that little bit faster.[/FONT]
[FONT=Verdana, sans-serif]Turn 2: Scout out the farm and identify the creatures[/FONT]
[FONT=Verdana, sans-serif]Knowledge: Religion allowed – Provides monster knowledge as per description.[/FONT]
[FONT=Verdana, sans-serif]Knowledge: Nature not allowed - The ghouls are undead, so this skill will not identify them.[/FONT]
[FONT=Verdana, sans-serif]Perception allowed – They are trying to spot the ghouls and avoid stumbling into them.[/FONT]
[FONT=Verdana, sans-serif]Athletics – might be used to climb a tree, or building in the farm to get a better view of the ghouls or shot at them.[/FONT]
[FONT=Verdana, sans-serif]Social: Intimidate – might be used to shut up the chatty group member who would otherwise reveal the presence of the PC's.[/FONT]
[FONT=Verdana, sans-serif]Stealth – Avoid being detected by the ghouls as you scout out the farm.[/FONT]
[FONT=Verdana, sans-serif]Turn 3: Get into an advantageous position to fight the creatures, or rescue the family members.[/FONT]
[FONT=Verdana, sans-serif]Knowledge: Religion allowed – Provides monster knowledge as per description. Not allowed if used last turn. Only allowed once per player per encounter.[/FONT]
[FONT=Verdana, sans-serif]Knowledge: Nature not allowed - The ghouls are undead, so this skill will not identify them.[/FONT]
[FONT=Verdana, sans-serif]Perception allowed – They are trying to spot the ghouls and avoid stumbling into them.[/FONT]
[FONT=Verdana, sans-serif]Athletics – might be used to climb on to the roof of a farm building to get a better shot at the ghouls.[/FONT]
[FONT=Verdana, sans-serif]Social: Intimidate – might be used to shut up the chatty group member who would otherwise reveal the presence of the PC's.[/FONT]
[FONT=Verdana, sans-serif]Stealth – Avoid being detected by the ghouls as you get into the ambush position that you want. Not allowed if used last turn.[/FONT]
[FONT=Verdana, sans-serif]Treasure: none (unless payment demanded from farmers). Farmers offer to put up the party for the night. A good nights rest results in a bonus healing surge
What do you think? I included my notes on what I think my players might try. Too much detail?for the party [usable the next day only].[/FONT]
Second, I really like the look of your skill challenge system, and I'd like to echo the sentiments of those who feel let down by the shoddy "official" system. The one thing, above others, that I really like about your system is how, IMO, it seems to rewards those players who really make an effort to be creative [Magus, I did enjoy reading through your description of the bear encounter. It kind of got me thinking of the old saying "I don't have to outrun the bear, I just have to outrun you!"].
Finally, I'm intending to give it a go in the near future with my players. I'd been developing some encounters for a journey across a moorland region, and came up with this one. I'd be very interested to know what you, StalkerO, or anyone else thinks of the encounter, and how I intend to link the combat counter that follows it. Does it fit the spirit of the system? Are the consequences of success or failure appropriate? Here goes...
[FONT=Verdana, sans-serif]Cry for Help! - Level 2 (800XP)[/FONT]
[FONT=Verdana, sans-serif]This encounter will only occur during watch periods 1 to 4. The PC's see a young lad (his name is Eafa) running in terror across the moorland. If they can catch him, they may eventually be able to calm him enough to get him to tell them what's going on.[/FONT]
“[FONT=Verdana, sans-serif]Some creatures attacked our farm, Sir. One of 'em killed old Aelwig, and then it ate him, oh it was horrible...he screamed and screamed...Criba tried to fight 'em but it was no good. So we hid in the house and the barn, and barricaded ourselves in. M'Pa told me to run away, so when it was safe I was lowered out of a window and I ran and ran. Can you help us, kind Sir, please, please!”[/FONT]
[FONT=Verdana, sans-serif]The creatures are in fact ghouls, and there are three of them. They attacked the farm to find fresh meat.[/FONT]
[FONT=Verdana, sans-serif]The combat encounter is preceded by the following Skill Challenge.[/FONT]
[FONT=Verdana, sans-serif]Purpose: Get to the farm as quickly as possible, scout out the area for the creatures, and place yourself in an advantageous position to fight the creatures or rescue the people on the farm.[/FONT]
[FONT=Verdana, sans-serif]Level 1: DC 18[/FONT]
[FONT=Verdana, sans-serif]Challenge Type: Physical[/FONT]
[FONT=Verdana, sans-serif]Primary Skill: Round 1 - Endurance; Round 2&3 - Stealth[/FONT]
[FONT=Verdana, sans-serif]Party of 5: V8+, PV6-7, F<6[/FONT]
[FONT=Verdana, sans-serif]Party of 6: V10+, PV8-9, F<8[/FONT]
[FONT=Verdana, sans-serif]Failure: The house has been broken into and the family eaten. All non-evil PC's suffer -1 attack penalty in the ensuing combat due to this blow to morale. Do not award the party the 200XP for the skill challenge. [All ghouls are placed within the house][/FONT]
[FONT=Verdana, sans-serif]Partial Victory: You make it to the farm in time, but you have not worked yourself into an advantageous position. [1 ghoul is placed, then two PC's, repeat][/FONT]
[FONT=Verdana, sans-serif]Victory: You have worked yourself into an advantageous position. Expect a bonus. [All three ghouls are placed, then PC's place themselves][/FONT]
[FONT=Verdana, sans-serif]Turn 1: Get to the farm as fast as you can[/FONT]
[FONT=Verdana, sans-serif]Knowledge: Nature allowed – avoids terrain hazards such as Boggy ground which would otherwise slow the party down. Only allowed once per player per encounter.[/FONT]
[FONT=Verdana, sans-serif]Social: Intimidate – might be used to push some of the weaker members of the party into picking up the pace a little. Only allowed once per player per encounter.[/FONT]
[FONT=Verdana, sans-serif]Endurance – get there just that little bit faster.[/FONT]
[FONT=Verdana, sans-serif]Turn 2: Scout out the farm and identify the creatures[/FONT]
[FONT=Verdana, sans-serif]Knowledge: Religion allowed – Provides monster knowledge as per description.[/FONT]
[FONT=Verdana, sans-serif]Knowledge: Nature not allowed - The ghouls are undead, so this skill will not identify them.[/FONT]
[FONT=Verdana, sans-serif]Perception allowed – They are trying to spot the ghouls and avoid stumbling into them.[/FONT]
[FONT=Verdana, sans-serif]Athletics – might be used to climb a tree, or building in the farm to get a better view of the ghouls or shot at them.[/FONT]
[FONT=Verdana, sans-serif]Social: Intimidate – might be used to shut up the chatty group member who would otherwise reveal the presence of the PC's.[/FONT]
[FONT=Verdana, sans-serif]Stealth – Avoid being detected by the ghouls as you scout out the farm.[/FONT]
[FONT=Verdana, sans-serif]Turn 3: Get into an advantageous position to fight the creatures, or rescue the family members.[/FONT]
[FONT=Verdana, sans-serif]Knowledge: Religion allowed – Provides monster knowledge as per description. Not allowed if used last turn. Only allowed once per player per encounter.[/FONT]
[FONT=Verdana, sans-serif]Knowledge: Nature not allowed - The ghouls are undead, so this skill will not identify them.[/FONT]
[FONT=Verdana, sans-serif]Perception allowed – They are trying to spot the ghouls and avoid stumbling into them.[/FONT]
[FONT=Verdana, sans-serif]Athletics – might be used to climb on to the roof of a farm building to get a better shot at the ghouls.[/FONT]
[FONT=Verdana, sans-serif]Social: Intimidate – might be used to shut up the chatty group member who would otherwise reveal the presence of the PC's.[/FONT]
[FONT=Verdana, sans-serif]Stealth – Avoid being detected by the ghouls as you get into the ambush position that you want. Not allowed if used last turn.[/FONT]
[FONT=Verdana, sans-serif]Treasure: none (unless payment demanded from farmers). Farmers offer to put up the party for the night. A good nights rest results in a bonus healing surge
What do you think? I included my notes on what I think my players might try. Too much detail?for the party [usable the next day only].[/FONT]