SETTING UP A COMBAT CHALLENGE
Follow the steps below:
1) Define DC based on character level and desired challenge.
Lvl 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
DC 18 19 19 20 20 21 21 23 23 24 24 25 25 26 26
Lvl 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30
DC 27 27 28 28 29 30 31 31 32 32 33 33 34 34 35
2) Define the opposition for the characters. It is recommended to use an equal amount of monsters compared to the amount of PC’s (with elites counting as two and solos counting as four). The DM should describe what kind of enemies the characters are facing and what are their roles. This is needed for the characters to be able to use proper tactics.
3) See how many successful checks the players have to make to gain a partial victory and how many are needed for victory. Decide on what happens on each outcome besides taking damage and loss of powers that are defined later here.
Players Victory Partial Failure
Victory
2 4+ 3 Less than 3
3 6+ 4-5 Less than 4
4 7+ 5-6 Less than 5
5 8+ 6-7 Less than 6
6 10+ 8-9 Less than 8
7 12+ 10-11 Less than 10
RESOLVING A COMBAT CHALLENGE
On each of the three rounds the following happens:
Players go in their preferred order, selecting an opponent in turn, and describe how they are going to fight that opponent. Selecting the opponents makes a difference, since you can have an easier time to assault a controller if you block a soldier for example. So, the players can come up with a plan on how they will fight.
An opponent may only be selected if nobody else succeeded vs. that opponent on the same turn yet. You may still select an opponent that another character attacked and failed against during this round. Elite monsters can be successfully attacked two times (once more than regulars) and solo monsters can be successfully attacked as many times as they have roles (they may have the same role twice, so take that also into account).
Roll for the relevant skill and record the success and failure, keeping a running total for the whole challenge - a natural “20” rolled means that you gain two successes. Note for each monster how they were defeated on that round, in case the monster role has an effect based on that.
At the end of each round, sum up the damage from the monsters based on their damage per round and add it to the challenge’s total damage.
Once everyone has rolled their checks, a new round begins until three full rounds have passed.
Options during the challenge that are usable by the players:
Use an action point or a daily power to reroll a check.
Use up one action point, daily power reroll an attack - you may only use one of these to reroll a check on any one turn. The character gets an extra +2 to the reroll for a daily attack power.
You may also use up a daily utility power to reroll a skill stunt or any use of a non-combat skill(e.g. stealth, but not assault) during the challenge.
“Going for broke”, as in the obsidian skill challenge. Try to achieve two successes by rolling at -5 by using really risky last ditch effort. (Only on round III)
Combat stunts: A character can use a normal skill (non-combat skill) to make a stunt in combat. Such stunts should be allowed once per challenge per skill. A particular stunt counts as an attack skill (e.g. acrobatics used to get past enemies could be assault on a controller in the back) based on the action and how the DM sees the usefulness of that stunt in combat.
Outcome Of the Challenge
At the end of the challenge, check the total number of successful checks against the required amount for partial victory and victory. There can be many names for the defeat and partial victory, based on what they mean in the case of a specific combat challenge. The DM should describe in the end of the challenge what happens.
Results of the outcomes are listed below.
Defeat
Each character has to use up an action point or a daily power. If the characters fail to do so, they take the damage total as double damage. See the damage distribution later.
Partial victory
The team takes the full damage listed.
Victory
The team takes half damage.
Distributing the damage
Divide the damage equally into portions numbering three times the number of characters. Each character takes damage equal to the portion, and the rest of the portions can be divided as the characters wish.
Should be tuned ... Perhaps you need to divide only by two.
Optional rule: Defenders are the only characters who can take more damage than two portions.