Running/Endurance Challenge
Running/Endurance Challenge
Need some ideas please (and thanks).
I may be running an endurance contest between several members of a barbarian tribe (basically a footrace that will involve one or more PCs). Does anyone have any neat ideas on how to impliment the Siege engine to run such a challenge? I'm looking at a challenge that will entail several Con based rolls to see how the PC is doing in the race, at what place they are in, etc. Really, I'll boil it down to just running the PC against one or two NPCs (despite how many actually runners there are). Maybe just one NPC if more than one PC partakes of the race.
The above mentioned race would be a "long distance" or endurance race. I am considering doing a sprint race as well, but for now, I'm more concerned with ideas for a long disance challenge.
Notes:
The contestants will carry no arms or equipment and will be wearing nothing but a loincloth, so no embrance issues.
Are there class abilities I'm not thinking of that would apply to a distance run?
What attributes would be involved in the siege check?
Also, I am playing with Advantages and there are a few that might come into play.
Athletic (+2 to all climb and swim checks, but considering making it also applicable to endurance based checks, like running).
Fleet of Foot (adds 10 to your base move, but not sure that would apply in an overland distance run)
Stout Heart (+1 to all saves based on STR, but could be applicable if I wanted to allow it).
I've got some ideas, but would appricate any additional feedback to help me organize them.
Thanks again gang!
I may be running an endurance contest between several members of a barbarian tribe (basically a footrace that will involve one or more PCs). Does anyone have any neat ideas on how to impliment the Siege engine to run such a challenge? I'm looking at a challenge that will entail several Con based rolls to see how the PC is doing in the race, at what place they are in, etc. Really, I'll boil it down to just running the PC against one or two NPCs (despite how many actually runners there are). Maybe just one NPC if more than one PC partakes of the race.
The above mentioned race would be a "long distance" or endurance race. I am considering doing a sprint race as well, but for now, I'm more concerned with ideas for a long disance challenge.
Notes:
The contestants will carry no arms or equipment and will be wearing nothing but a loincloth, so no embrance issues.
Are there class abilities I'm not thinking of that would apply to a distance run?
What attributes would be involved in the siege check?
Also, I am playing with Advantages and there are a few that might come into play.
Athletic (+2 to all climb and swim checks, but considering making it also applicable to endurance based checks, like running).
Fleet of Foot (adds 10 to your base move, but not sure that would apply in an overland distance run)
Stout Heart (+1 to all saves based on STR, but could be applicable if I wanted to allow it).
I've got some ideas, but would appricate any additional feedback to help me organize them.
Thanks again gang!
Re: Running/Endurance Challenge
I've yet to do anything like this but it sounds to me like you have some good ideas to make it work.
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Re: Running/Endurance Challenge
I've done similar things in urban setting, kind of Parkour chase scenes. There are several ways I've tried it.
1. Create a set of obstacles with known ability checks. The checks are opposed so each participant makes a check. Winning the check gets you a point. Most points wins.
For example:
Who gets the best start Check 1 Initiative
There will be a wall climb. Check 2 Dex.
River crossing: Check 3 STR
Forest run (route finding) Check 4 WIS
Intersperse with endurance CON checks
Then, perhaps allow the PC to do something to impact the NPC checks. (Splash water on a trail, pull down branches etc). This would give a -2 to NPC checks.
Whoever has the highest point total after the set number of checks wins.
I've got to run but I'll post the other ways I've done it later tonight. Your idea sounds very exciting btw. I love chase sequences!
1. Create a set of obstacles with known ability checks. The checks are opposed so each participant makes a check. Winning the check gets you a point. Most points wins.
For example:
Who gets the best start Check 1 Initiative
There will be a wall climb. Check 2 Dex.
River crossing: Check 3 STR
Forest run (route finding) Check 4 WIS
Intersperse with endurance CON checks
Then, perhaps allow the PC to do something to impact the NPC checks. (Splash water on a trail, pull down branches etc). This would give a -2 to NPC checks.
Whoever has the highest point total after the set number of checks wins.
I've got to run but I'll post the other ways I've done it later tonight. Your idea sounds very exciting btw. I love chase sequences!
Witty Quote Pending
-Someone
-Someone
Re: Running/Endurance Challenge
D&D 4e has rules for skill challenges which is basically what you just described. In a nutshell a skill challenge is a series of skill rolls which you must succeed against before you fail 3 times. mbeac has a great approach. You could also use the check results to determine in which place they finish the race. 0-1 failure = 1st place, 2-3 = 2nd place, 4-5 failures = 3rd place 6+ failures = failure to finish and shame in the tribe or whatever. The key to a skill challenge like this is to be flexible. If the runner wants to find a short cut let them roll a wis check and a success = +2 bonus to next official race check. Don't limit the PC's to 4 checks only. Yes, they need to succeed vs your checks to finish the skill challenge but if they have a good idea like, "I want to leap up and swing through the trees to cut some one off" let them try it. Make a dex check and adjust accordingly (+/- 2 on next official race check). Depending on how many people are participating roll for initiative.
Another option is to have a running total. In order to win the race you must (as a runner) accumulate a roll of 50 to win. It would look like:
1. Initiative to determine order
2. Each runner makes a check and writes down the total (in initiative order)
3. If someone is not running but wants to aid their fellow PC they can make their own checks to throw off the other runners. As described by mb, making mud for example (which would give a +/- 2 to the next check).
4. First person to accumulate a check of 50, or whatever number you determined before the race started, finishes first.
This would resolve more like combat with each person taking an action on their initiative count except instead of making combat rolls each player is going to make attribute checks.
Another option is to have a running total. In order to win the race you must (as a runner) accumulate a roll of 50 to win. It would look like:
1. Initiative to determine order
2. Each runner makes a check and writes down the total (in initiative order)
3. If someone is not running but wants to aid their fellow PC they can make their own checks to throw off the other runners. As described by mb, making mud for example (which would give a +/- 2 to the next check).
4. First person to accumulate a check of 50, or whatever number you determined before the race started, finishes first.
This would resolve more like combat with each person taking an action on their initiative count except instead of making combat rolls each player is going to make attribute checks.
Re: Running/Endurance Challenge
Jdizzy does a great job of expanding on my idea. (and in fact Jdizzy I ran several of these in 4E too). 
He actually saved me some work by talking about what is something similar to another way i've run such challenges.
The first way, was with preordained checks/obstacles.
The second was with impromptu obstacles. You present them to the player and ask how they proceed and base the check off their description. In urban chase for instance, one of my players used dexterity to avoid a crowd of people. I described how he leapt out of the way, only to be confronted by a flock of chickens fluttering up in his face. He chose to barrel through them and as I described a small hut in front of him, he chose just to burst in the door and out the back side, destroying it. I gave him credit for a short cut and he took a damage roll. It was a blast.
He actually saved me some work by talking about what is something similar to another way i've run such challenges.
The first way, was with preordained checks/obstacles.
The second was with impromptu obstacles. You present them to the player and ask how they proceed and base the check off their description. In urban chase for instance, one of my players used dexterity to avoid a crowd of people. I described how he leapt out of the way, only to be confronted by a flock of chickens fluttering up in his face. He chose to barrel through them and as I described a small hut in front of him, he chose just to burst in the door and out the back side, destroying it. I gave him credit for a short cut and he took a damage roll. It was a blast.
Witty Quote Pending
-Someone
-Someone
Re: Running/Endurance Challenge
Man, that's awesome. I like those ideas very much. Still be a bit before I run again, but that's just cool.mbeacom wrote:I've done similar things in urban setting, kind of Parkour chase scenes. There are several ways I've tried it.
1. Create a set of obstacles with known ability checks. The checks are opposed so each participant makes a check. Winning the check gets you a point. Most points wins.
For example:
Who gets the best start Check 1 Initiative
There will be a wall climb. Check 2 Dex.
River crossing: Check 3 STR
Forest run (route finding) Check 4 WIS
Intersperse with endurance CON checks
Then, perhaps allow the PC to do something to impact the NPC checks. (Splash water on a trail, pull down branches etc). This would give a -2 to NPC checks.
Whoever has the highest point total after the set number of checks wins.
I've got to run but I'll post the other ways I've done it later tonight. Your idea sounds very exciting btw. I love chase sequences!
Re: Running/Endurance Challenge
Very nice, thanks to both you guys. Yeah, I've run those skill challenges in 4e as well. Some good stuff to be pulled from there. Hmmm....going to start thinking on some of this and see where it takes me....maybe even have part of the race go through a crowd that purposely throws obsticles or distractions at ya! 
Re: Running/Endurance Challenge
OK Gang, check this out and let me know what you think...
Wyvern Run: Long distance run, roughly 20 miles (should take 1 ½ to 2 hours to complete (average: 1:50 for men, 2:05 for women). Each challenge takes place roughly 10 minutes apart.
General
Compile Victory Points in each of the below challenges. Highest total wins the race
All contestants start at 0 (unless noted otherwise, see Movement). 0 is a valid score (you can have 0 VPs, as well as negative VPs)
CKs may grant a bonus from +1 to +3 from character background, secondary skills or advantages, as well as racail attributes or events that occur during the challenge, at his discretion
Movement
If your move is less than 30 (dwarves, halflings, gnomes) start the challenge with -5 VPs.
If your move is higher than 30 (from advantages, etc) +2 to all challenge rolls, except STR and WIS checks
Success and Failure
Success: Success on a challenge gives you 1 Victory Point (VP). Additionally, for every 5 points you pass a challenge by, gain an additional VP (in addition to the one for succeeding).
Natural 20: Gain a bonus VP in addition to the normal reward. Additionally, benefit from advantage on the next challenge (roll 2d20 take the higher result).
Natural 1: If you roll a 1, lose 1 VP and suffer disadvantage on the next challenge (roll 2d20, take the lower result). On the final challenge, disregard any result of a 1.
The Wyvern Race
First Challenge, Start of Race (DEX): CL 0
Get the jump on everyone else, off to a good start
Second Challenge, Endurance Check 1 (Con): CL 0
General endurance to keep up your pace, catch those ahead of you, or pad your lead
Third Challenge, Mud Pits (STR): CL 0
Traverse knee deep mud pit.
Fourth Challenge, Endurance Check 2 (CON): CL 1
General endurance to keep up your pace, catch those ahead of you, or pad your lead
Fifth Challenge, Uphill Grind (STR or CON): CL 4
Steeply graded hill of hard, frozen, rock cluttered ground
Sixth Challenge, Downhill Haul (DEX): CL 2
Opposite side of the previous hill, steep downward grade over stony, frozen ground
Seventh Challenge, Endurance Check 3 (CON): CL 2
General endurance to keep up your pace, catch those ahead of you, or pad your lead
Eighth Challenge, Forest Run (WIS): CL 1
Tightly woven forest dominated by spruce and larch tree reaching 100 to 200 feet into the sky blot out the sun as undergrowth grabs at your legs. How fast can you find your way through?
Ninth Challenge, Endurance Check 4 (CON): CL 3
General endurance to keep up your pace, catch those ahead of you, or pad your lead
Tenth Challenge, River Crossing (STR): CL 3
Current’s pull at you as you ford this river, which runs as deep as 6 feet at it’s center
Eleventh Challenge, Endurance Check 5(CON): CL 4
General endurance to keep up your pace, catch those ahead of you, or pad your lead
Twelfth Challenge, Sprint to the Finish (DEX): CL 4
Everyone’s pace quickens as the races end comes into sight
Wyvern Run: Long distance run, roughly 20 miles (should take 1 ½ to 2 hours to complete (average: 1:50 for men, 2:05 for women). Each challenge takes place roughly 10 minutes apart.
General
Compile Victory Points in each of the below challenges. Highest total wins the race
All contestants start at 0 (unless noted otherwise, see Movement). 0 is a valid score (you can have 0 VPs, as well as negative VPs)
CKs may grant a bonus from +1 to +3 from character background, secondary skills or advantages, as well as racail attributes or events that occur during the challenge, at his discretion
Movement
If your move is less than 30 (dwarves, halflings, gnomes) start the challenge with -5 VPs.
If your move is higher than 30 (from advantages, etc) +2 to all challenge rolls, except STR and WIS checks
Success and Failure
Success: Success on a challenge gives you 1 Victory Point (VP). Additionally, for every 5 points you pass a challenge by, gain an additional VP (in addition to the one for succeeding).
Natural 20: Gain a bonus VP in addition to the normal reward. Additionally, benefit from advantage on the next challenge (roll 2d20 take the higher result).
Natural 1: If you roll a 1, lose 1 VP and suffer disadvantage on the next challenge (roll 2d20, take the lower result). On the final challenge, disregard any result of a 1.
The Wyvern Race
First Challenge, Start of Race (DEX): CL 0
Get the jump on everyone else, off to a good start
Second Challenge, Endurance Check 1 (Con): CL 0
General endurance to keep up your pace, catch those ahead of you, or pad your lead
Third Challenge, Mud Pits (STR): CL 0
Traverse knee deep mud pit.
Fourth Challenge, Endurance Check 2 (CON): CL 1
General endurance to keep up your pace, catch those ahead of you, or pad your lead
Fifth Challenge, Uphill Grind (STR or CON): CL 4
Steeply graded hill of hard, frozen, rock cluttered ground
Sixth Challenge, Downhill Haul (DEX): CL 2
Opposite side of the previous hill, steep downward grade over stony, frozen ground
Seventh Challenge, Endurance Check 3 (CON): CL 2
General endurance to keep up your pace, catch those ahead of you, or pad your lead
Eighth Challenge, Forest Run (WIS): CL 1
Tightly woven forest dominated by spruce and larch tree reaching 100 to 200 feet into the sky blot out the sun as undergrowth grabs at your legs. How fast can you find your way through?
Ninth Challenge, Endurance Check 4 (CON): CL 3
General endurance to keep up your pace, catch those ahead of you, or pad your lead
Tenth Challenge, River Crossing (STR): CL 3
Current’s pull at you as you ford this river, which runs as deep as 6 feet at it’s center
Eleventh Challenge, Endurance Check 5(CON): CL 4
General endurance to keep up your pace, catch those ahead of you, or pad your lead
Twelfth Challenge, Sprint to the Finish (DEX): CL 4
Everyone’s pace quickens as the races end comes into sight
Re: Running/Endurance Challenge
It looks like you have a good spread of skill checks. What level are your PC's? One major difference between these 2 systems is the success/failure rate of checks between d&d and c&c. CL 4 means your PC's will be trying to beat a 16 or a 22. So I guess what I am saying is make sure the PC's have a chance to "win" that is, unless they are suppose to lose to forward the campaign. *cough* railroad! *cough*
Regardless, it looks like you have a good challenge developed.
Regardless, it looks like you have a good challenge developed.
Re: Running/Endurance Challenge
This looks awesome, if a bit more rulesy than what I would prefer. But I think it's great.
I would add one more element.
I would allow players to "forfeit" early endurance checks, basically, they give up a +1 on the check in exchange for a +2 later in the race. This would represent their choice to pace themselves. I'd also give the players at least one chance during the race to hinder their opponents. Other than that, It's fantastic! Let us know how it goes!
I would add one more element.
I would allow players to "forfeit" early endurance checks, basically, they give up a +1 on the check in exchange for a +2 later in the race. This would represent their choice to pace themselves. I'd also give the players at least one chance during the race to hinder their opponents. Other than that, It's fantastic! Let us know how it goes!
Witty Quote Pending
-Someone
-Someone
Re: Running/Endurance Challenge
Thanks for the feedback. A couple of notes...
@ Jdizzy, yes, some of those CLs are a tad high. The PCs will be 1st level, most likey (could be as high as 3rd). But this is not a "life or death" thing. It's a "trial". A barbarian tribal "coming of age" ritual. They will finish, regardless, just a matter of where they finish.
Still, I might lower some of those CLs by a point, just the same. I plan on letting the PCs explain to me how they may deserve bonuses, or what they are doing to aquire a bonus, that sorta thing.
@ mbeacom,
I would allow players to "forfeit" early endurance checks, basically, they give up a +1 on the check in exchange for a +2 later in the race. This would represent their choice to pace themselves.
Love the idea. In face, love it so much, I'm going to work that in.
@ Jdizzy, yes, some of those CLs are a tad high. The PCs will be 1st level, most likey (could be as high as 3rd). But this is not a "life or death" thing. It's a "trial". A barbarian tribal "coming of age" ritual. They will finish, regardless, just a matter of where they finish.
Still, I might lower some of those CLs by a point, just the same. I plan on letting the PCs explain to me how they may deserve bonuses, or what they are doing to aquire a bonus, that sorta thing.
@ mbeacom,
I would allow players to "forfeit" early endurance checks, basically, they give up a +1 on the check in exchange for a +2 later in the race. This would represent their choice to pace themselves.
Love the idea. In face, love it so much, I'm going to work that in.
Re: Running/Endurance Challenge
Oh, one other item I wanted to point out, in regards to the CL level, note that they get progressively more difficult, for the most part. Each endurance (Con) check getting more difficult by 1 point, each time we get to one. That's to reflect the grueling nature of a difficult run against competitors. You're getting pretty ground down by the last End check.mbeacom wrote:This looks awesome, if a bit more rulesy than what I would prefer. But I think it's great.
I would add one more element.
I would allow players to "forfeit" early endurance checks, basically, they give up a +1 on the check in exchange for a +2 later in the race. This would represent their choice to pace themselves. I'd also give the players at least one chance during the race to hinder their opponents. Other than that, It's fantastic! Let us know how it goes!
Just the same, I did lower a couple of those though, heh, heh. Lowered the 10th and 12th by one point each.
Re: Running/Endurance Challenge
Check it out Mbeacom....mbeacom wrote:This looks awesome, if a bit more rulesy than what I would prefer. But I think it's great.
I would add one more element.
I would allow players to "forfeit" early endurance checks, basically, they give up a +1 on the check in exchange for a +2 later in the race. This would represent their choice to pace themselves. I'd also give the players at least one chance during the race to hinder their opponents. Other than that, It's fantastic! Let us know how it goes!
Pacing Yourself
At any endurance check (particularly early in the challenge), PC’s may sacrifice a point from any bonus they have (attribute bonus, level bonus, any bonus from secondary skills or advantages, etc) and apply a like number to a later endurance challenge, thus “pacing” themselves.
