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Ordinary Skill Check
Ordinary skill checks are normally made at Moderate DCs, and earn the party one success for every successful check. The DM may allow a PC to attempt a Hard skill check in order to earn two successes, or an Easy skill check with the proviso that the party accumulates one failure if the skill check fails. Before the DM allows either of these options, he may require the player to describe how a successful Hard check would earn the extra success, or how a failed Easy check would set the party back.Primary Skills
The DM should select three or four skills as primary skills. These are skills that can be used repeatedly during the progress phase to gain successes. If a player comes up with a creative way to use a skill to make progress, the DM may elect to make it another primary skill, or declare it to be a bonus skill (see below) that does not reduce the experience award.
Example: Bluff, Diplomacy and Insight, as per the Negotiation skill challenge.
Bonus Skills
The DM may also select one or more bonus skills. These are skills that can only be used to gain a limited number of successes. Generally, a single bonus skill will not significantly change the difficulty of the skill complication. However, if the encounter features a number of bonus skills, the DM could either add an equal number of backlash skills (see below) or reduce the experience award by the equivalent of a minion monster of the same level for every two extra bonus skills.
Example: History, as per the Negotiation skill challenge.
Backlash Skills
The DM may also decide that the use of some skills will result in a failure for the party, either automatically or if the PC fails a Hard skill check. As with bonus skills, a single backlash skill will not significantly change the difficulty of the skill complication. However, if the encounter features a number of backlash skills, the DM could either add an equal number of bonus skills or increase the experience award by the equivalent of a minion monster of the same level for every two extra backlash skills.
Example: Using Intimidate against the Duke, as per the Negotiation skill challenge.
Recovery Skills
The DM may also allow certain skills to negate one or more of the party's failures. Ideally, the DM should not select one of the primary skills in order to give the other PCs a chance to contribute to the skill encounter. Recovery skills reduce the difficulty of the complication, so the DM should either use Hard DCs or reduce the experience award by the equivalent of a minion monster of the same level for every two extra recovery skills.
Example: A PC who attempts to recall or research information about the advisor may attempt a Hard Religion or Streetwise check. If the PC succeeds, he discovers information about the advisor's links to an evil cult which he can use to discredit the advisor and negate one failure that he caused.
Aid Another
A character may Aid Another in place of making an ordinary skill check. If the character succeeds at an Easy skill check, he does not earn a success, but he may grant a +2 bonus to an ally's skill check. A character may choose to attempt a Moderate or Hard skill check while using Aid Another and grant a +4 or +6 to another character’s skill check respectively. While a character with a good chance of succeeding at a Moderate or Hard skill check is usually better off attempting an ordinary skill check instead of using Aid Another, the DM may sometimes rule that a character is unable to use his skill effectively and must work through an ally, e.g. a PC with a high Diplomacy check is unable to speak a particular language and can only increase the Diplomacy check of another PC who can.
A character may also give up his action during the progress phase to use Aid Another to increase an ally's skill check during the complications phase.
"Why Are You Staring At Me?"
The Duke addresses the character who made the lowest Insight check during the last progress phase. The character must succeed at a Moderate DC Bluff or Diplomacy check to avoid accumulating a failure.
"What Did You Just Say?"
The Duke asks the character who made the lowest Bluff or Diplomacy check during the last progress phase to clarify what he just said. The character must succeed at a Moderate DC Bluff or Diplomacy check to avoid accumulating a failure.
"I Grow Weary Of This Discussion"
If none of the characters made a Bluff, Diplomacy or Insight check during the last progress phase, one character must succeed at a Hard Bluff or Diplomacy check to maintain the Duke’s interest in the negotiations and avoid accumulating a failure.
"My Lord, I Sense Something Odd"
If a character attempted a Bluff check during the last progress phase, the advisor notices this and brings it to the Duke's attention. The DM may decide that the advisor does not notice a Bluff check that would have beat a Hard DC. The character must succeed at a Moderate Diplomacy or Hard Bluff check to avoid accumulating a failure. In addition, a character who fails takes a -2 penalty on checks made in the progress phase for the rest of the encounter.
"My Lord, Have You Considered This?"
The advisor tries to counter the characters' arguments by bringing up a point of law, a religious issue, or popular opinion. Any character may attempt a Moderate History, Religion or Streetwise check (as appropriate), or a Hard Diplomacy check to avoid accumulating a failure.
Passive-Aggressive Taunt
The advisor makes a personal attack on a PC and attempts to provoke him into saying something he will regret. The character must succeed at a Moderate Insight or Hard Diplomacy check to avoid accumulating a failure. In addition, a character who fails takes a -2 penalty on checks made in the complications phase for the rest of the encounter.
Rowing a Leaky Boat to Shore
Level 4 Standard Complication (XP 350)
Setup
The PCs are in a leaky boat in rough waters. Perhaps they are on a lifeboat escaping a sinking ship, or their boat hit a rock while they were navigating some rapids. The PCs must row the boat to shore before it sinks.
Progress Phase
The PCs overcome the complication once they have earned 8 successes.Primary Skills
Athletics: On a successful DC 18 Athletics check, the PC rows the boat closer to shore. This counts as one success.
Arcana: A PC with the [I]mage hand[/I] cantrip may make an Arcana check in place of an Athletics check.
Nature: The PC uses his knowledge of water currents to pick out the easiest path to shore. On a successful DC 18 Nature check, the next successful Athletics check earns the party an additional success. This stacks with the benefit for Perception (see below).
Perception: The PC locates the most direct path to shore. On a successful DC 18 Perception check, the next successful Athletics check earns the party an additional success. This stacks with the benefit for Nature (see above).
Bonus Skills
Religion: A PC who worships a deity with an appropriate portfolio (e.g. nature, water or sailors) may offer a prayer to his god for assistance. On a successful DC 18 Religion check, the party earns one success. This skill can be used only once in this way during the encounter.
Recovery Skills
Arcana: A PC who knows the [I]make whole[/I] ritual may recite a simple incantation that temporarily plugs the holes in the boat. On a successful DC 22 Arcana check, the party does not accumulate a failure in the complications phase.
Endurance: A PC may bail water out of the boat fast enough to negate one failure with a successful DC 22 Endurance check.
Complications Phase
The PCs fail the complication once they have accumulated 8 failures. Both of the following occur during the complications phase:
Slow Sinking
The boat takes on more water. The party automatically accumulates one failure. As the failure is automatic, it takes the place of a standard skill complication's two skill checks to avoid failures.
Unstable Footing
A randomly selected PC must make a successful DC 18 Acrobatics check or lose his balance and be unable to act during the next progress phase.
Failure
The boat sinks (8 - number of successes earned by the PCs) x 5 squares from shore. The PCs have to make Athletics checks to avoid drowning and to swim the rest of the way.
Upgrade to Major Complication
Increase the number of successes required by the PCs to 12, and the PCs fail once they have accumulated 6 failures. If the PCs fail, the boat sinks (12 - number of successes earned by the PCs) x 5 squares from shore. Increase XP award to 875 XP.
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