Mysterious Hu
First Post
This is what I am thinking of using for Skill Challenges in my campaign.
I am making the assumption that Healing Surges include an element of morale, determination and destiny; rather than reflecting simple physical toughness. With this assumption, it is possible to reconcile a character loosing a Healing Surge because of a severe disappointment or setback in addition to the normal causes; disease and injury.
When a character suffers Fatigue, he looses a Healing Surge. Healing Surges lost to Fatigue can only be recovered by taking a Long Rest after completing the current Major Quest. If a character has no further Healing Surges to loose, he looses quarter of his remaining Hit Points instead. These lost Hit Points can be recovered by healing that does not require the character to expend a Healing Surge.
Skill Challenge Summary
· The GM describes the situation to the players.
· The players discuss their characters’ options and decide upon a plan.
· The players select one of the characters to act as the party’s Champion; the other characters act as Helpers.
· Each player controlling a Helper describes how his character will attempt to aid the Champion.
o Based on each player’s description, the GM selects an appropriate Skill for that player to test.
o Each Helping player makes an appropriate Skill Roll for his character against a Difficulty Level of 15 + (Level/2).
§ If the player’s description was particularly appropriate, clever or dramatic, the GM can grant a +2 bonus to the Skill Roll.
§ Conversely, an inappropriate, stupid or dull description can impose a -2 penalty.
o If the Skill Roll is successful, the Helper grants a +2 bonus to the Champion’s Still Roll.
o If the Skill Roll was unsuccessful, the Helper suffers Fatigue.
· When all of the Helpers have made their Skill Rolls, it is the Champion’s turn.
o The player controlling the Champion describes the character’s actions and the GM selects an appropriate Skill for the player to roll.
o The Champion player makes the Skill Roll against a Difficulty Level of 15 + Party Size + (Level/2).
§ The Champion’s Skill Roll can be modified to take into account a good or bad description and is modifed by the success of the Helpers' rolls.
· If the Champion is successful, the party overcomes the Challenge and gains XP equal to a Balanced Encounter.
· If the Champion is unsuccessful, the party fails to overcome the Challenge. The Champion suffers Fatigue. The party will have to come up with a new plan for overcoming the Challenge or will have to accept that it has defeated them and suffer the consequences set by the GM.
- It basically gives a 55% chance of success, modifed by the character's creativity.
- It encourages the party to plan and co-operate to overcome challenges.
- It allows everyone to have some creative input and rewards cunning and drama.
- It punishes failure in a Skill Challenge with a measurable and ongoing game effect.
I am making the assumption that Healing Surges include an element of morale, determination and destiny; rather than reflecting simple physical toughness. With this assumption, it is possible to reconcile a character loosing a Healing Surge because of a severe disappointment or setback in addition to the normal causes; disease and injury.
When a character suffers Fatigue, he looses a Healing Surge. Healing Surges lost to Fatigue can only be recovered by taking a Long Rest after completing the current Major Quest. If a character has no further Healing Surges to loose, he looses quarter of his remaining Hit Points instead. These lost Hit Points can be recovered by healing that does not require the character to expend a Healing Surge.
Skill Challenge Summary
· The GM describes the situation to the players.
· The players discuss their characters’ options and decide upon a plan.
· The players select one of the characters to act as the party’s Champion; the other characters act as Helpers.
· Each player controlling a Helper describes how his character will attempt to aid the Champion.
o Based on each player’s description, the GM selects an appropriate Skill for that player to test.
o Each Helping player makes an appropriate Skill Roll for his character against a Difficulty Level of 15 + (Level/2).
§ If the player’s description was particularly appropriate, clever or dramatic, the GM can grant a +2 bonus to the Skill Roll.
§ Conversely, an inappropriate, stupid or dull description can impose a -2 penalty.
o If the Skill Roll is successful, the Helper grants a +2 bonus to the Champion’s Still Roll.
o If the Skill Roll was unsuccessful, the Helper suffers Fatigue.
· When all of the Helpers have made their Skill Rolls, it is the Champion’s turn.
o The player controlling the Champion describes the character’s actions and the GM selects an appropriate Skill for the player to roll.
o The Champion player makes the Skill Roll against a Difficulty Level of 15 + Party Size + (Level/2).
§ The Champion’s Skill Roll can be modified to take into account a good or bad description and is modifed by the success of the Helpers' rolls.
· If the Champion is successful, the party overcomes the Challenge and gains XP equal to a Balanced Encounter.
· If the Champion is unsuccessful, the party fails to overcome the Challenge. The Champion suffers Fatigue. The party will have to come up with a new plan for overcoming the Challenge or will have to accept that it has defeated them and suffer the consequences set by the GM.
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