| Post/Author/DateTime | Post |
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| #1drconfoundoMar 29, 2010 17:21:18 | I played the Battle Interaction at a convention last month, and I'm considering using one of the skill challenges for an upcoming adventure in my campaign. Can anyone give me a hand with remembering how it worked? Exact mechanics would be awesome, but even just some corrections to what I've included below would be helpful. Show It was the one where the PCs were protecting the ritual casters from the motes of energy. I remember that a certain number of motes were spawned every round, based on the class make-up of the table (1/ per striker or leader, .5/per defender, 2/per controller, or something like that). Then, each player could either make attacks to destroy the motes, or use skill checks to defend/help the ritualist. I vaguely remember using powers during the skill challenge, and being able to hit one add'l mote for each +1 area on the power? I don't remember much about the victory conditions, other than that the ritual needed to be completed before the caster was killed. |
| #2OreMar 30, 2010 8:05:29 | [SPOILER] |
| #3tirianmalMar 30, 2010 8:22:32 | Show There is supposed to be a mechanic such that what you can do in round 1 gets harder in rounds 2+ so I don't see how you were able to make it with just three players acting all the time. By Round 5 or so, all your PCs should have had to have been making much more than simple at-will attacks. But, perhaps your organizers took it easy on you. |
| #4ThanlisMar 30, 2010 9:11:28 |
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| #5UthracMar 30, 2010 9:39:45 | Show (1) Your group should still have needed attack rolls to hit. There's no auto-success. (2) Escalation is a DME suggestion to keep the encounter challenging. (3) If so easy, table should request reinforcements. (4) Most importantly - - as far as I know, the only "Part 2" available is an early draft version. Many mechanics were explained to DDXP judges and will likely appear in the final version when it is released. |
| #6AlphastreamMar 30, 2010 11:46:29 | I think the escalation feature is dicey, but ok. Show The biggest problem is with a party that has very little in the way of AoE. If they stretch early and use the few AoE powers you have (dailies, encounters, items), and the DM escalates, you can end up with a situation in later rounds where they can't keep up. I had this happen when I ran it recently. Only ritual casters can help speed up the ritual (and only 1 was at the table) so it was a very dicey thing. I let them heal the caster back from unconscious as a way of mitigating this, but the mechanic is still a bit swingy. I'm overall ok with it. |
| #7ThanlisMar 30, 2010 11:54:37 | I think the escalation feature is dicey, but ok. |
| #8chadleyMar 30, 2010 14:36:41 |
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| #9ThanlisMar 30, 2010 14:46:15 |
It's completely unlikely. I missed the key sentence in the encounter writeup and cheated my PCs of a challenging experience. I am bummed. |
| #10chadleyMar 30, 2010 14:56:03 |
Ah, very likely they had a challenging interactive experience over all, so it's not such a big deal that one encounter was easier than it would have been otherwise... |
| #11OreMar 30, 2010 17:43:25 | To clarify a couple points... I have never DMed the module, only played it once at Who's Yer Con so I admit what I experienced might not have been right. Having never seen the text myself I can only relay what happened to us. That said, Chadley is correct. While this particular encounter was easy for my group (which may or may not have something to do with how it was run) the overall BI was very challenging and a lot of fun. I even thought this particular encounter was very cool as well. We just had the kind of group that made it extremely easy based on how it was presented. I can see how the challenge of the encounter could swing both ways based on the group composition. All in all, I thought it was a very creative use of the skill challenge system. And the BI kicked butt in all aspects. Honestly, it was one of the best D&D experiences I have ever had and I encourage anyone who has the opportunity to play one to do so. |
| #12drconfoundoMar 30, 2010 18:25:05 | Thanks all for the input. Still a few things that I need in order to recreate this. Show How many motes were generated per round? IIRC, the motes were minions, so any successful attack killed them. How much damage did they do to a PC on a successful deflection action (Athletics/Endurance/Etc)? I played it at 1st level, and that's what my PCs will be as well. Also, how much damage do they do to the ritualist if they get through the PC screen? |
| #13fruptonMar 30, 2010 21:51:17 | Show In the version I have, the initial # of motes per round is # of PC's + 0.5 per defender/leader + 1.0 per striker + 2.0 per controller Yes, they are minions. You may or may not want to increase the # of motes in later rounds. Damage is 4 hp at H1 low. Same damage whether to a pc that intercepts them or to the ritual caster. The ritual caster can take about 8 hits. |