In an effort to make the Skill Challenge rules a little more flexible, we’ll be using a House Rule variation of Stalker0’s Skill Challenge system
We’ll be using the same DC’s as laid out in that thread:
The flavor rules are where we change things slightly:
First off, there will be two types of challenges: Assisted challenges and Active challenges. Both are done as a group, but Assisted challenges are things like negotiations, where one person could potentially do something outside of the normal negotiation in order to help others. Active challenges are things like rock climbing, or running to escape an angry mob… everyone in the party MUST make a skill check for a challenge like this.
Where this makes a difference is in which of the following mechanics you use:
Guiding Light (Easy): Each round the party can choose one character to be a Guiding Light, which is generally the character with the lowest skill bonus for the challenge. Instead of the character’s normal turn, he rolls an allowed skill check that does not count as a success or failure. If he beats an easy DC, he can do the following: 1) Provide another character a +2 power bonus to his next skill check. 2) Reroll one of his own skill checks later in the challenge, though he must take the new result. He can accumulate multiple rerolls should he be a Guiding Light multiple times.
Rescue (Normal): Any time a player rolls a failure, one other player can offer to rescue that individual. Attempting a rescue requires that you roll an extra success in this round. A player must succeed on BOTH rolls in the round in order to be successful in the rescue attempt; if they are NOT successful (if either roll is a failure) then their failure in the rescue attempt causes their skill for the round to become a failure; if both rolls are successful, then they effectively save the player and turn the failure into a success.
Guiding Light will be available in Assisted challenges and Rescue will be available in Active challenges.
Additional Rules Always Available
Heroic Surge: Before making a skill check, you may spend a healing surge to get a +2 to your skill check. If the skill challenge has entered the Time of Trials (see below), heroic surge provides a +3. Each character can use heroic surge once per skill challenge.
The Time of Trials: A skill challenge enters the time of trials when the party accumulates their second to last failure. In other words, one more failure will end the skill challenge for the party. During the time of trials, the party receives the following benefits:
1) When using heroic surge, the character receives a +3 to skill checks (instead of the normal +2)
2) All characters can now use the Bold Recovery skill check (see below). [Bold Recovery is only applicable to Assisted skill challenges just because Rescue will always be an easier mechanic when available]
Bold Recovery (Hard): During the time of trials, a player can use a bold recovery as an immediate reaction whenever another player rolls a failure. The player rolls an allowed skill at a hard DC. If he fails, the skill challenge ends in a failure.
On a success, he adds +4 to the failed players roll, or a +6 if he takes a -5 to his skill check. If the +4 (+6) turns the failed roll into a success, the failure is negated and the skill challenge continues to the next player. Each player can use Bold Recovery once per skill challenge, but never on their own rolls.
If a DM wishes to spice up a challenge a bit, he can add various tags to some of the skills in a challenge, to let players get extra benefit when doing certain actions. Here are some example tags:
Bold: A skill that has the bold tag is particularly helpful when making heroic actions. If the player uses a heroic surge when using a bold skill, he gets an extra +1. If he uses Bold Recovery with the skill, he gains a +2 to the roll.
Helpful: These skills are particularly useful when helping out another player. If the Guiding Light uses a helpful skill, he provides a +3 power bonus to another’s skill check (instead of +2).
Secondary: Secondary skills are linked to another skill (the primary skill), and cannot be used at the beginning of the challenge. Whenever a player gets a success with the primary skill, and also would have beaten the hard DC, the secondary skill is unlocked, and can be used for the rest of the challenge. Secondary skills often have special tags and benefits as well.
Brave: Brave skills are one-time skill challenge skills that can benefit the party if successful. A successful Brave skill check will grant the entire party a +1 to their checks for the rest of the challenge. Brave skills are risky things though and if failed can instead give everyone a -1 for the rest of the challenge. (I’d give some examples of this… but since they’re all things I plan on using in the game, I’d rather not give them away)