Talk:Epic Path: Difference between revisions

From Epic Path
Jump to navigation Jump to search
Line 241: Line 241:
* need a damage type for 'non-magical'? rare physical?
* need a damage type for 'non-magical'? rare physical?
  or just skip this; not sure we need it
  or just skip this; not sure we need it
== Skill Challenges ==
* use initiative as a means of controlling who acts when
* require more skill checks each round than there are players -- make the players decide which parts of the challenge they care about most
* determine what happens if each of the checks isn't made -- consequences are fun. Use the consequences to trigger the event of the next round
* the first round should simply lay out the challenge, and let people know what skill checks exist
** may also want to include mystery checks -- players who don't want to do any of the 'mandatory' checks can try something different
** set the scene -- make sure there's lots of gimmicks, treats, odds & ends to interact with
** determine the timer -- there should be a clearly defined timer -- "if the foe gains ground at least three times, they escape".
* the second round should add a complication or twist, or perhaps a boon (if the players did really well)
* skill challenges should probably be timed to last about 3-4 rounds, just like combat.  This would allow traps to become skill challenges, for example, but also weird things like poisons and disease. Chase scenes, bar brawls, verbal sparring, contests, etc. are all also good examples of skill challenges.
* abstract encounters re-tool -- exceptional success rewards a d6 (or even 2d6) which can be applied to anyone's future checks during the skill challenge.  Bonus dice are additive, and as many as you want can be applied to a single roll.  However, any roll which has bonus dice applied to it cannot gain bonus dice itself.  If you want to accumulate bonus dice, don't get help.
* need to work out how xp and treasure would be awarded for skill challenges, especially when they are taking place in the middle of a fight (traps, poisons, contests).  The challenge itself would ideally represent one or more monsters of the same CR as the encounter, but the math seems a little fuzzy.
* common skill challenges (bar brawls, chase scenes) might have a random table of complications for the GM to roll.  Complications don't occur right away -- the players are notified that the complication might occur if they don't take action to prevent it, and are given a round to deal with it (in addition to dealing with all the other skill checks required).
** each complication should have a few variants of outcomes, depending on how well the players mitigated it, ranging from "made it worse", to "not as bad", to "didn't happen at all".


==character sheet changes==
==character sheet changes==

Revision as of 15:05, 7 November 2018