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2 years ago  ::  Jun 02, 2011 - 9:50AM #1
edashen
Date Joined: Sep 17, 2008
Posts: 41
I'm running the following challenge tomorrow. There are 6 PCs in the party and Ive set the DCs so the PCs should fail 33% of the time. I anticipate 3 people working on the challenge and 3 engaged in combat.  I'll let you know how it goes.

Rescuing Jalissa Rules

SCENARIO: A wall of force surrounds Jalissa, imprisoning her in a magical cell. You can see her, but cannot hear or touch her. You must use the dais to free her before the runes that create the magical prison (represented by the Tumbling Tower) become unstable and explode, killing its captive.

GOAL: You need EIGHT successful checks in order to free Jalissa before prison becomes unstable and kills Jalissa (represented when the Tumbling Tower collapses!)

ACTIONS: During a character’s turn, if he/she is adjacent to the dais, the character may spend a STANDARD action to make a skill check.
  • Arcane: The device is obviously magical in nature. If you study it, perhaps you’ll discover the correct way to manipulate it to free Jalissa.
  • History: You’ve heard about devices like this, or perhaps you’ve seen something similar before. Perhaps something you remember will help lead you in the right direction.
  • Thievery: Though primary a magical construct, the dais is bound to have some mechanical components. With a little tinkering, there’s a chance you can figure it out.
  • Improvise: Pitch your idea to the DM. If he likes it, he’ll let you roll.


CONSEQUENCES: At the end of each character’s turn, he or she must face the consequences for his/her actions.
  • Successful check: A player that rolls succeeds on a skill check for this challenge does NOT have to remove and place a block from the tower. In addition, the party can ignore the next time a block would need to be removed and placed. Special: A natural 20 on a challenge related check counts as two successes.
  • Failed check: A character that attempts and fails a check has done more harm then good. That player must remove and place TWO blocks from the tower.
  • No attempt: A missed opportunity, but at least the character didn’t cause any damage. The player must remove and place ONE block from the tower. Special: After the third failed check, a player that does not make an attempt on his/her turn must remove and place TWO blocks from the tower.


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2 years ago  ::  Jun 03, 2011 - 8:21AM #2
Centauri
Date Joined: Jul 21, 2004
Posts: 9,714
First of all, kudos for having a scenario that incorporates both a skill challenge and combat. I hope it works well for you.

I'm usually against anything that substitutes player skill for character skill, but I think this could be interesting. Just look out for the player who is bad at Jenga whose character should be good at the challenge.

What if they fail? Does the adventure grind to a halt? If so, consider coming up with a way for it to continue.

I've found that calculating DCs is futile, mostly because PCs don't do what you expect. Also, a percentage change doesn't mean an awful lot with as a small set of events as you're expecting here. But, good luck with it.
[N]o difference is less easily overcome than the difference of opinion about semi-abstract questions. - L. Tolstoy
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2 years ago  ::  Jun 10, 2011 - 6:35PM #3
bone_naga
Date Joined: Aug 30, 2007
Posts: 9,966
I like the unique combination of puzzle and skill challenge. I think I will have to copy the idea. As for the concept of a character that should be good at the puzzle but the player sucks at jenga, well according to the skill challenge if the character is good the player won't be removing too many blocks, so I think it works out.
Owner and Proprietor of the House of Trolls.
God of ownership and possession.
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2 years ago  ::  Jul 06, 2011 - 8:08AM #4
chuckroc73
Date Joined: Dec 29, 2010
Posts: 2
Using a Jenga set is pure Awesome!! I have often times before 4th ed laid down real world puzzles and toys I own as stand in gimmicks to get players feeling like they are truly involved. One time I placed a Transformer in the middle of the table to represent an artifact that the players had to change around so it would fit into a slot and disable a trap that was going to kill them. I am definately going to use your jenga Idea!!

Just thought of an alternative but right on the same lines. How about stack dominos into a pyramid shape? When the players make the skill checks they get to stack them onto the pyramid. When they fail the setback is taking some off!! Which could collapse the pyramid. Once they reach the top most level you want than they succeed in thier goal. Of course if they collapse the whole thing then some alternate ending should be prepped for.

I havea chase scene thats coming up next session I may try this!
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