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Mixing Monsters and Skill Challenges, or "How I'd Make A Boss Battle"
2 years ago  ::  Jun 26, 2008 - 10:59AM #1
NthDegree256
Posts: 784
Date Joined: 08/26/05
I've been thinking for a while now that it would be fun to make a monster that, like some of the traps in the DMG, could be partially disabled with a skill challenge. Truth be told, this sort of thing might be better as a custom-built feature for individual monsters, but I like the look of the templates in the DMG and wanted to try copying their techniques. My thinking is that, since a complexity 1 skill challenge is "equivalent to 1 monster", it would be appropriate to tack on to an Elite monster, since they effectively count as 2 monsters anyway.

I wanted to come up with a generic ability that would be useful for almost any type of big, tough monster with a weak spot, and the Juggernaut template below is my first crack at it.
Metroid Example Show
DM: "The icy creature in front of you is armored in a thick, frosty shell that resists most of your attacks. You might be able to get it to expose the weaker, unarmored parts of its body, though... I'd say Athletics, Acrobatics, and Perception would be applicable."
Samus: "Can I start off with a Bluff check to trick it into charging past me instead?... 22."
DM: "Sure thing. That's a success. The beast rushes at you blindly, and I'll give you a +2 on your next check because it was a clever idea."
Samus: "Great! I'll try to use... hmm, Perception to identify the weak spot befre the creature can react. Oh, darn, that's only a 16 even with the +2..."
DM: "Failure. The creature twists toward you before you can get a clear line of sight, but you're pretty sure it's weaker in the back..."
Samus: "Oh, you mentioned Acrobatics, right? I'm actually pretty good at that one. I'll try to tuck and roll past it for the rest of my checks so I can get behind it. 23... 21... 27."
DM: "Nice! You tumble past the creature as it struggles to keep its eyes on you and deliver a quick blast to its back. The icy shell around it cracks and starts to melt - it's not going to have as easy of a time shrugging you off now!"

Juggernaut Template

Elite Soldier
Any XP Elite
Defenses +2 AC; +2 Fortitude
Resist 5 all at 1st level, 10 all at 11th level, 15 all at 21st level
Saving Throws +2
Action Point 1
Hit Points +8 per level + Constitution Score


POWERS

Hidden Vulnerability
[INDENT]Choose a set of 2 or 3 skills appropriate for tackling or analyzing the juggernaut. For example, Arcana and Perception for a magically-shielded beast, or Athletics and Acrobatics for a massive, climbable creature. An adjacent opponent can engage in a skill challenge to discover or expose the juggernaut's weakness. DC 20 + 1/2 level, Complexity 1 (4 successes before 2 failures). Success negates all resistances the juggernaut has. Failure triggers the Knockback power (see below.)[/INDENT]
Knockback (immediate reaction; when an adjacent opponent fails the Hidden Vulnerability skill challenge; at-will.)
[INDENT]The monster makes a basic attack against the opponent who failed the skill challenge. On a hit, the target is pushed 2 squares.[/INDENT]
Resurgence (free; when first bloodied; encounter)
[INDENT]The monster regains its resistances if they were lost. Opponents may now attempt the Hidden Vulnerability skill challenge again.[/INDENT]


Sometimes breaking through defenses isn't quite appropriate, though; maybe you need to shut off an ability the monster keeps using with annoying regularity, like a breath weapon or a spell or even just a volley of arrows. For those cases, the Besieger template is more appropriate. For this one, the monster can't recover its lost power, but it takes a complexity 2 challenge instead of 1 to remove the ability.
Lord of the Rings Example Show
DM: "The oliphaunt continues rampaging along as the archers seated atop it continue to make attacks. You can try to climb up and unseat them with Athletics or Acrobatics."
Legolas: "Excellent! I'll start with a couple of Athletics checks to scale the beast as it runs by. 26, and 32."
DM: "The first one fails, and you can't quite get a grip, but then your hands latch on to an arrow sticking out of the oliphaunt's side and you hoist yourself up."
Legolas: "Okay, some more Athletics, then. I climb the rest of the way up so I can cut the ropes holding the archery platform in place. 29, damn, 17, and 31."
DM: "You steady yourself atop the moving oliphaunt and move to cut the ropes as the archers panic. I'll need a couple of Acrobatics checks to make sure you don't fall off too early and can safely dismount."
Legolas: "Cool, cool, my Acrobatics isn't bad. 28, and... yes! 34!"
DM: "Great! You slice the rope holding the archers' platform in place and it slides off, and you do a quick tuck and roll to avoid breaking your neck on the way down like they did."

Besieger Template

Elite Artillery
Any XP Elite
Defenses +2 AC; +1 Fortitude, +2 Reflex
Saving Throws +2
Action Point 1
Hit Points +6 per level + Constitution Score


POWERS

Endless Power (minor; recharge 4, 5, 6)
[INDENT]The besieger regains the use of an expended encounter power.[/INDENT]
Secret Weakness
[INDENT]Choose a set of 2 or 3 skills appropriate for tackling or analyzing the besieger. For example, Religion and Insight for a ghostly mage, or Thievery and Acrobatics for a clockwork siege platform. An adjacent opponent can engage in a skill challenge to discover or expose the besieger's weakness. DC 20 + 1/2 level, Complexity 2 (6 successes before 3 failures). Success means that the besieger can no longer use the Endless Power ability. Failure triggers the Knockback power (see below.)[/INDENT]
Knockback (immediate reaction; when an adjacent opponent fails the Secret Weakness skill challenge; at-will.)
[INDENT]The monster makes a basic attack against the opponent who failed the skill challenge. On a hit, the target is pushed 2 squares.[/INDENT]



You could combine these two templates to create a solo monster, but it might be easier to just use a single solo template to make sure it all fits together. Like this Champion Guard template; succeeding on the skill challenge breaks down its resistances and negates its special attacks, but they'll come back for phase 2 of the fight once the monster is bloodied. DM's discretion as to whether or not the monster drops a Heart Container when defeated. There aren't any Solo template examples in the DMG, so I just tried to approximate it. And to spice things up, I added a suggestion for creating a special vulnerability.
Legend of Zelda Example Show
DM: "The giant beast swims past you in a lazy arc as it blasts you with jets of water. Its armored shell resists your attacks, but you can see it staring you down with a big yellow eye before each jet of water. You'll need to pass a skill challenge to crack this guy."
Link: "Let's go with Athletics, I want to swim in close to get a better shot at his eye. 25."
DM: "That's a success. You can see his massive, yellow, baleful eye glaring at you."
Link: "Hmm, I'll swim in even closer with more Athletics. 17, ooh! 29."
DM: "A failure and a success. You're close but can't quite reach the eye yet - you're fairly certain you're on the right track, though."
Link: "Is it close enough for me to use the Hookshot I found earlier against the eye?"
DM: "Yes. No check necessary, you line up a shot and the chain snakes out, latches onto the eye stalk, and pulls you up close. That's worth an automatic success."
Link: Okay, let me try Endurance to keep up my strength so I don't wear out. ... damn, only a 16.
DM: "Unfortunately, that fails. You can't quite keep up once the hookshot disconnects, and the beast shakes you free, dealing... 16 damage, and knocking you back to here. You can try again in a bit, though... but first, he gets to retaliate on his turn. Mwahaha."

Champion Guard Template

Solo Soldier or Artillery
Any XP Solo
Defenses +2 AC; +1 Fortitude, +1 Reflex, +1 Will
Resist 5 all at 1st level, 10 all at 11th level, 15 all at 21st level
Saving Throws +5
Action Point 2
Hit Points +30 per level + (Constitution Score x 3)


POWERS

Endless Power (minor; recharge 4, 5, 6)
[INDENT]The champion guard regains the use of an expended encounter power.[/INDENT]
Hidden Weakness
[INDENT]Choose a set of skills appropriate for tackling or analyzing the champion guard. For example, Bluff and Acrobatics for a lumbering, dumb brute, or History and Nature for an ancient hulking forest creature. An adjacent opponent can engage in a skill challenge to discover or expose the champion guard's weakness. DC 20 + 1/2 level, Complexity 1 (4 successes before 2 failures). Success negates the champion guard's resistances, and also means that the champion guard cannot use the Endless Power ability. Failure triggers the Knockback power (see below.) At the DM's discretion, the monster may be vulnerable to a specific weapon or item; an opponent using this item automatically gains 1 success when attempting the skill challenge.[/INDENT]
Knockback (immediate reaction; when an adjacent opponent fails the Hidden Weakness skill challenge; at-will.)
[INDENT]The monster makes a basic attack against the opponent who failed the skill challenge. On a hit, the target is pushed 3 squares.[/INDENT]
Resurgence (free; when first bloodied; encounter)
[INDENT]The monster regains its resistances and the Endless Power ability (which immediately recharges) if they were lost. Opponents may now attempt the Hidden Weakness skill challenge again.[/INDENT]


Questions, comments, concerns? I'd love to hear what other people have to say about this. Yes, it's a little "video-gamey," as evidenced by two of my examples, but 4th Ed has proven to me that borrowing ideas from video games can be a really good idea if done well. Whether or not I've done it well... I'll leave that up to you folks to help me figure out.
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2 years ago  ::  Jun 26, 2008 - 11:52AM #2
pariator
Posts: 102
Date Joined: 06/08/08
Interesting concepts... definitely.

Not sure how the balance plays out, but it definitely expanded my views on the use of a skill challenge.

Good job.
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2 years ago  ::  Jun 26, 2008 - 12:22PM #3
NthDegree256
Posts: 784
Date Joined: 08/26/05

pariator wrote:

Interesting concepts... definitely.

Not sure how the balance plays out, but it definitely expanded my views on the use of a skill challenge.


Yeah. These have not been playtested, so I only have theory to go on at the moment. My intent with the templates was based on a couple of things in the DMG...
An Elite monster is supposed to be the equivalent, challenge-wise, of two standard monsters of the same level.
On page 73, it talks about complexity 1-5 skill challenges, and says "Figure that each complexity is the equivalent of that number of monsters of the challenge's level."
The templates in the DMG bump a monster up to Elite status and give it extra attacks and abilities to go along with the bonus hitpoints and defenses.
The standard traps in the DMG are also treated as the equivalent of 1 monster, and some allow for a skill challenge to disable them, phrased in much the same way as I put it, i.e. Thievery, DC 20, complexity 1, 4 successes before 2 failures.

Therefore, I decided to make these templates with the general idea that this monster, instead of getting new powers, simply gained either a thick hide or the ability to use its powers more often, and that PCs could defeat "part" of the monster with a skill challenge much as they would a trap.

Thanks for the comment, and I'm glad you got some new insights on skill challenges.

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2 years ago  ::  Jun 26, 2008 - 12:28PM #4
Frozenchrono
Posts: 289
Date Joined: 08/24/05
Awsome idea. The balance for the Elites actually looks pretty good, but in order to make the skill challenge more worth it I'd be tempted to stack endless power onto the Juggernaut Template.

Also I might not recharge the resistance by the creature becoming bloodied. Instead maybe have other units in combat that can repair the creature and give it back it's abilities. I could see enemies performing a "skill challenge" as the party attempts to disrupt them all while clinging to the back of a giant collosus.
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2 years ago  ::  Jun 26, 2008 - 2:33PM #5
Negflar2099
Posts: 197
Date Joined: 03/23/07
This is awesome. This is the best use of the skill challenge system that I've heard of so far. I love what people are doing with this system. I had an idea like for an earlier edition but I couldn't quite pull it off. They were supposed to fight this Iron Golem when the PCs were level 7 or so, so it was way out of their league. They were supposed to drop a ton of broken stone and rocks on top of its head but it just didn't work all that well. I couldn't figure out how to make it work. This would definitely allow me to use that concept.

Thanks.
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2 years ago  ::  Jun 26, 2008 - 8:23PM #6
Neofish7
Posts: 47
Date Joined: 10/03/07

FrozenChrono wrote:

Also I might not recharge the resistance by the creature becoming bloodied. Instead maybe have other units in combat that can repair the creature and give it back it's abilities. I could see enemies performing a "skill challenge" as the party attempts to disrupt them all while clinging to the back of a giant collosus.


You could also include certain locational items aswell. Like for that ice-shelled monster, why not have some sort of glacial pool he can dive into to recover his frosty shell?

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2 years ago  ::  Jun 26, 2008 - 9:42PM #7
Holy_Beholder
Posts: 1,480
Date Joined: 03/13/07
This is genius. That said, I'm thinking that what would also work for the boss battle is a way bigger bonus to defenses, which are bypassed when you go for the weakness. This is one idea that I am going to borrow for my games. Probably with extensive modification. So for an example boss, in Metroid prime Flaagra (or whatever it was) would require a skill challenge using perception, bluff(to distract it), and acrobatics(to get around quickly enough). However you could also modify the mechanic some. So eventually you would have to get 4 points, with a success adding 1, and a failure losing 1. Perception could only be used once. Once you get there you then get the option of getting up close, which would allow you to use certain attacks. Against reflex, not AC.

With multiple characters this could get really interesting. For instance one character might use the athletics(climbing) skill, which gives that particular character the option of using strength, if that succeeds thievery(the use rope bit) becomes avaliable, if a character succeeds at that they then get to do it again, which then opens up acrobatics for anyone who succeeded at either 2 athletics (climbs) in a row or 2 thieveries(rope) in a row, letting them finally attack if they succeed. Other characters could use bluff to distract.

So the boss fight would work something like this. A massive golem attacks, the fighter climbs up, tears aside a brick, then tosses out a bunch of ropes from the interior. The rogue then climbs up the side of a chasm the golem is in, with a rope, using thievery to tie it to a post as the golem starts pulling the slack back. The golem then reels it in, and the ranger uses acrobatics saying he runs up to a wall, kicks off it, grabs a ledge, and then hooks up onto the rope, while connected to the fighter by another rope. This puts him over the rope, then he uses his weight, amplified by a heavy iron ball connected to a grapnel that the warlord tosses him. This pulls the figher up, as the rogue makes an acrobatics check to run across the rope. The fighter follows him.

Lets add another bit. They realize the top is a rune. The warlord then throws the wizard up, pulled up with the fighter and rogue assisting(strength, thievery, strength) , then uses Arcana to recognize the rune, and trigger its spell. The golems top opens, and the fighter then attacks the inside, which is missing damage reduction and high defenses. The rogue then uses thievery to tie the ropes inside together, screwing up the limbs connections. This makes the golem fall, so the ranger and warlord run in, and start hitting the crystal the fighter and rogue are hitting. The wizard meanwhile stays outside, and starts uncovering other runes, and activating them(arcana again).

So this has a lot of potiential.
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2 years ago  ::  Jun 27, 2008 - 10:34AM #8
Space_Dragon
Posts: 1,968
Date Joined: 11/08/07

Neofish7 wrote:

You could also include certain locational items aswell. Like for that baby sheegoth, why not have some sort of glacial pool he can dive into to recover his frosty shell?


Always one to be of service.

Anyway, I love this idea. This is the kind of thing I've always wanted to do in DnD, and your idea (skill challenges to weaken a monster that provoke attacks of opportunity if you fail) do so with wonderful simplicity.

I'm going to have to create some examples using your templates now.

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2 years ago  ::  Jun 27, 2008 - 10:56AM #9
Manion
Posts: 1,917
Date Joined: 06/19/08
I love you. Be my DM.
The Bruce Campbell of D&D.
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2 years ago  ::  Jun 27, 2008 - 12:25PM #10
pariator
Posts: 102
Date Joined: 06/08/08
If not, link to your thread where you post those templates ^.^''
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