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| #1HammarsjkoldApr 29, 2011 22:56:34 | Do you think this, or something like it, could work? ---- In terms of mechanics, the drinking game consists in a series of reflex checks against an opponent to be described, interspersed with fortitude checks (DC10) after each round—with a -1 penalty for each round in which the character is required to drink a pint. A failed fortitude check results in unconsciousness for an hour, and the drinking game is lost. In in-world terms, the drinking game goes like this: One player holds his hand in the air near the other player's hand. The other player holds a stone in his hand. The other player drops the stone to the table at his discretion, and the first player must catch it before it hits the table. If he fails, he drinks a pint. (-1 to all fortitude and reflex checks til he sobers up.) If he succeeds, nothing happens. Now the players switch sides. The player may, between rounds, think of things he might do to increase his reflex score despite his increasingly drunken state. For example: looking for tells, pinching himself, distracting his opponent to force them to drop early, adopting a stance which lets him move his arm more effectively, etc. These checks become more difficult with each drink. Success allows the reflex penalty to be decreased by one. |
| #2HammarsjkoldApr 29, 2011 23:58:39 | Sorry, that "DC10" shouldn't be there after "fortitude check." And actually, I just realized I wasn't quite clear on what "fortitude check" might mean when I wrote that, and still am not as I don't have the relevant book near to hand. I have in mind the idea that the player would roll a D20 and succeed on the check if the result is equal to or less than his fortitude. Not sure if that's a standard 4e thing though or if I accidentally made it up.... And yeah, nevermind about calling this a "skill challenge" because it's not one... |
| #3Neutronium_DragonApr 30, 2011 6:38:54 | This might be made into an extended skill check, but it's insufficient for a skill challenge. On the other hand, there isn't really anything to be gained by making a large number of rolls out of it. An opposed Endurance check is probably sufficient to determine who wins. If you want the stone-dropping element to be modeled, a medium-DC Thievery check on the part of each participant will grant a +2 bonus to the Endurance check; if the character meets the hard-DC value with the Thievery check then the bonus is +4. |