- Garthanos wrote:
- thanson02 wrote:
- Right now I have around 20 generic Challenges that I set up that I can use in my games.
Please feel free to umm elaborate so that "borrowing may occur" ;p
No Problem.
And I rechecked, I have 15 made up and another 10 on the drafting board.
Here is the layout of the Chasing scenario that I have been using:
Goal: Chase After Someone
Type: Group Progressive Encounter
DC Level: Same a Party Level
Party Size: 4
Complexity: 1 (4 Successes before 3 Failures)
Primary Skills: Acrobatics, Athletics, Endurance
Secondary Skills: Perception, *Streetwise*
Note: *Streetwise* can be replaced with Nature or Dungeoneering depending on the environment you are in.
Encounter Type: Hard sprint over open areas: As a group, run hard and fast to shorten the distance between you and your quarry.
Endurance ( DC Hrd.): Character focuses on pushing themselves to close distance.
• Success: Able to shorten the distance between you and your quarry.
• Failure: The distance has lengthened between you and your quarry: loose a healing surge.
*Streetwise* (DC Mod.): Know about the environment to help cut off your quarry at the pass: Cancels one Failure: Can only be used once.
Encounter Type: Get past natural obstacles: Your quarry uses the obstacles around them to slow you down and discourage your chase, such as traversing rock slides, swimming in fast moving rivers, maneuvering through crowded streets, ect.
Athletics ( DC Mod.): Scale walls, climb boulders, swim a channel, ect.
• Success: Able to shorten the distance between you and your quarry.
• Failure: Obstacle was difficult to navigate around: loose a healing surge.
Perception (DC Mod.): See what is around you to see your options.
• Success: Discover some clue to help you make it through the area: +2 to next skill check.
• Failure: Find nothing conclusive above the obvious: -2 to next skill check.
Encounter Type: Get through difficult terrain: As a group, navigate across narrow rock ledges, heavy tree cover with down trees, or diving through windows to continue pursuit.
Acrobatics ( DC Mod.): Vault over crowds, cross narrow passages, ride horses, drive vehicles, ect.
• Success: Able to shorten the distance between you and your quarry.
• Failure: Stumble, run into something, ect: loose a healing surge.
Perception (DC Mod.): Try to see if there is anything around you that might help you get closer to your quarry.
• Success: Discover some clue to help you make it through the area: +2 to next skill check.
• Failure: Find nothing conclusive above the obvious: -2 to next skill check.
-Note- If the characters find an alternative method to chase after quarry like riding a horse or some other mount, how it effects the chase depends on the situation.
Encounter Type: Get past obstacles being thrown at you: As a group, avoid it when those your perusing are throwing obstacles in your way to slow you down such as attacks from ranged weapons, turning over carts, items on walls, rocks, or any other thing they might have at their disposal.
Acrobatics ( DC Mod.): Vault over obstacles flying at you.
• Success: Able to avoid objects as they fly at you and shorten the distance between you and your quarry.
• Failure: The items slam into you and the distance between you and your quarry lengthens: loose a healing surge.
Avoiding Attacks (Attack vs. Ref.): Avoid attacks on the move.
• Success: Avoid being hit and shorten the distance between you and your quarry.
• Failure: Take the hit while on the run: receive normal damage and distance between you and your quarry lengthens.
Consequences and Rewards:
Dependent on how many Successes received before 3 Failures.
1: Loose quarry, but found out where to look next for clues.
2: Loose quarry, but found out where they went.
3: Catch Quarry
4: Catch Quarry with little issues.
Additional Notes:
• This is a Group Progressive Encounter: Each encounter type marks a different stage of the Challenge. Skill use limits reset between stages and each stage marks towards a success of failure of the overall Challenge. Which encounter type the Players run into will be determined by a dice roll: D4
• If they run out of healing surges, then they acquire the Slowed Condition until they take a short rest.
• DCs will vary depending on what the particular situation the party is dealing with.
This layout is different then most of the ones that have been published, but my players find it more enjoyable and I find it fun as well. I have also noticed that I can use this structure in conjunction with the published challenges which provide info for what the results are. So here is how it plays out.
My party sees their quarry and the quarry notices they are being followed and runs. The party chases after them. It is a group challenge, so they all have to roll the checks and majority determines success or failure. I start by rolling a D4. I get, lets say a 3. I go to the third Encounter Type, which is difficult terrain and I explain that the person goes over a narrow ledge to get away. Most of the time, the players just chase, sometimes, they use perception or insight to figure out other options and use them. Whether they succeed or fail, I roll a D4 for the next stage. I continue this until the Challenge is done. If they win, they catch the quarry. If they fail, they loose the quarry, but they find something that will tell them where to go next or in the case of the last time I used this, the player who got his pocket picked lost his money. In the end, the sheet is a guideline for tracking success or failure.
- Garthanos wrote:
- thanson02 wrote:
- Of all of them, my party ends up using chasing someone and interrogations the most.
Chases are a favorite here. Have you used them for infiltrations?
Not yet in a actual game, but my players are coming up on a situation where they have to do an infiltration. I am looking forward to seeing how they use it. I have a Infiltration Challenge made up and because of the way I construct my Challenges, I end up having to Play-test them and rework them multiple times to do what I want them to do. Some are play-tested more thoroughly then others. Right now, I am developing a Challenge to have players travel down a canyon or chasm they do not know and the encounter types will express the different challenges they will run into while doing so. I am also planning on using the dice roll to spice it up.