RolePlay onLine RPoL Logo

, welcome to 4th Edition Dungeons & Dragons Discussion Forum

15:59, 23rd April 2024 (GMT+0)

Skill Challenge Danger Rooms.

Posted by engineFor group 0
engine
GM, 33 posts
Wed 31 May 2017
at 19:57
  • msg #1

Skill Challenge Danger Rooms

It has been suggested, as a way to discuss skill challenges in more concrete terms, that interested people can offer to run a skill challenge or skill challenges in their preferred way, with volunteer players.

If you'd like to run a danger room, please suggest it here and I'll make at least one new thread for it, or two if you want a recruitment thread, three if you need a place to keep notes.

Unless a DM asks specifically for a major stress test of their approach, I would urge participants to play along with the concept the GM offers, and hold back on critiques until asked for them. The point of a danger room is that there's not really anything at stake, so there shouldn't be a need to hash out the concept in the middle of it.

DMs, I recommend being explicit about anything you think you need from players for your approach. For instance, I do better when my players are descriptive about their own skill checks, including what the outcome looks like.

This sort of contrivance will hinder the common approach of not letting players know they're in a skill challenge, but I urge players to play along as much as they can. Roleplay someone who is running a character in a D&D game and doesn't know a skill challenge happening.
Redsun Rising
player, 13 posts
Weeaboo or Superman fan?
You be the judge.
Wed 14 Jun 2017
at 00:38
  • msg #2

Skill Challenge Danger Rooms

Get to the next hotpoint!
The battle rages on for the city, despite our heroes latest victory. The focus point of the battle, the one where the enemy has something unusual, is close enough to reach. Surviving a raging battlefield is a challenge all its own!

Requires 12 successes before 6 failures
Essential - Arcana DC20, Diplomacy DC25*, Athletics DC15, Intimidate DC22, Endurance DC15
Secondary - History DC15*, Insight DC15, Heal DC15, Perception DC15, Streetwise DC13, Stealth DC15

Battlefields are a scary place dangerous! - Endurance required by entire group at the start of the round, and half must succeed to count as a success. Otherwise Endurance isn't rolled.
You need time to work your mojo. - Arcana (to reactivate ambient Narathi defenses) and Diplomacy checks (to rally other defenders and draw heat off of you...if it works) count as two successes, but require a reroll of a passed Endurance check. Anyone may reroll their check, as they are the bodyguard for this impromptu negotiation. Stealth users didn't roll one, so they don't get to make this Endurance check.
"Go find an easier target, maggots!" - Intimidate checks count as two successes.
"On the honor of the Helldiver Clan..." - History gives one success and reduces Diplomacy's DC by 5 for the remainder of the day, as you evoke your allies proud history and remind them what they have beaten in the past.
You have to be awesome for them to want to stand down... - Diplomacy gets a + 4 bonus if the party has six or more successes, and a – 4 penalty if the party has three or more failures.
You have to be winning for them to want to run from you... - Intimidate gains a + 2 bonus if the party has six or more successes, and a – 2 penalty if the party has three or more failures.
"I got a bad feeling about this..." - Insight and Perception grant a + 2 bonus to the party’s Stealth and Endurance checks. One from each is allowed each turn.
"Suck it up, soldier!" - Heal grants a + 4 bonus to one ally’s Endurance check.
"Quick! This way!" - Streetwise gives a + 4 bonus to any one Arcana, Athletics, or Stealth check.
If they cannot see you, you cannot be hit. - Stealth checks will exempt the passing character from an Endurance check. Failures on Stealth will not count against this challenge; having to roll Endurance as normal is probably punishment enough for our slippery hero!
"Die already!" - Anyone may “burn” an encounter attack power to get an automatic success.
"GET THE HELLS OFF ME!" - Anyone may “burn” a daily attack power to get three automatic successes.

Success:    The party fights at optimal level, benefiting from a short rest.
Success or Failure (SoF):    Attack powers “burned” are not recovered during the rest.
Failure:    The party still gets a short rest, but with the same penalties issued above in SoF, in addition to…
    Failed with 8-11 successes – everyone loses a healing surge.
    Failed with 4-7 successes – everyone loses two healing surges.
    Failed with 0-3 successes – everyone loses three healing surges.

100 XP is given to everyone, success or failure. A survived failure is still a veteran of war.
engine
GM, 41 posts
Wed 14 Jun 2017
at 01:42
  • msg #3

Skill Challenge Danger Rooms

In reply to Redsun Rising (msg # 2):

Would you like me to set up some separate threads for this?

I'd like to run through this, if that was your intent.
Redsun Rising
player, 15 posts
Weeaboo or Superman fan?
You be the judge.
Wed 14 Jun 2017
at 01:44
  • msg #4

Skill Challenge Danger Rooms

If you like. To see what it is like, a group could be built to test fire this. It is designed for a LV1 group, sadly. Numbers would have to be changed for a stronger party.
Sign In