Split Thread: Skill Challenges


4th Edition

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I'm splitting this off from the "How is 4E easier" thread, since the skill challenge discussion there was dragging things significantly off-topic, especially bad since the goal of the thread was to help give guidance to someone new to the system.

A quick summary: A Man In Black has made a number of claims about how the skill challenge system is broken beyond use - that the math is so non-functionaly that there is never a worthwhile time to use a skill challenge instead of just arbitrarily deciding what happens. Many other posters disagree - some feeling that it works as is, some feeling that the math is off but can still function with a bit of work.

Some specific points:

A Man In Black wrote:

As for not realizing that it's a skill challenge: at that point, there is no reason to use skill challenges at all. The whole point of skill challenges is that players are supposed to realize that there is a complex task and figure out the most efficient way each character contributes to that task. If the GM just assigns the target and makes each PC use a skill of the GM's choice, then you might as well just use straight skill rolls.

The whole idea of skill challenges is that they are puzzles that the players use their characters' abilities to solve, the same way that combat is a puzzle that the players use their characters' abilities to solve. If you hide the challenges from the players, then all of the complexity of the rules is completely useless and wasted.

Yeah, this is just wrong. The whole point of the skill challenge is to provide mechanical guidelines for the DM to use to determine whether PCs succeed or fail at a dramatic non-combat encounter. Rather than having a single skill roll determine everything, or not knowing how many survival checks to throw at a group to get them through the wilderness. As such, it can work just fine when hidden from the players, but allowing the DM an easy method to figure out how much investigating of a town it takes to uncover the local cult.

It doesn't always need to be hidden, but it also doesn't need to be obvious, either. As others have mentioned, that's a metagame issue that each group can handle in different ways - or that can change from one skill challenge to the next, honestly! I've seen it work both ways, to good success, in the same campaign.

A Man In Black wrote:
Skill challenges as-written punish people for playing naturally, and that is why they are broken. Anecdotal evidence can't fix a mathematically broken system, no matter how many times you say sentences that are synonymous with "I don't think there's a problem" or "I don't see any problem."

Similarly, no matter how many times you state that it is a mathematically broken system, that doesn't automatically make it so. There are issues with the math, but not necessarily ones so irrevocably flawed that the system crashes and burns with every use. Given that many players on these boards have been able to use it successfully is undeniably evidence that the system can work, and with regularity. Now, is that the result of good DMs compensating for the flaws in the system? Or does it just mean that the math issues only crop up occasionally, but are glaring when they do?

Either way, the system certainly isn't failing with every use, or even with most uses. I still won't recommend a new DM dive into using Skill Challenges without first having some experience behind them, but I see nothing supporting a proclamation that they are all absolutely inevitable disasters.


Matthew Koelbl wrote:

Similarly, no matter how many times you state that it is a mathematically broken system, that doesn't automatically make it so. There are issues with the math, but not necessarily ones so irrevocably flawed that the system crashes and burns with every use. Given that many players on these boards have been able to use it successfully is undeniably evidence that the system can work, and with regularity. Now, is that the result of good DMs compensating for the flaws in the system? Or does it just mean that the math issues only crop up occasionally, but are glaring when they do?

Either way, the system certainly isn't failing with every use, or even with most uses. I still won't recommend a new DM dive into using Skill Challenges without first having some experience behind them, but I see nothing supporting a proclamation that they are all absolutely inevitable disasters.

Agree totally, skill challenges need some planning and are cinematic way of adventuring using something other than just brute\magical\divine force to achieve a goal. If used well they can encourage the players to roleplay their skill use with either strong descriptions or good roleplay as the ranger in the party using his knowledge nature tells the local Duke what the effect on the local livestock will be if a monster isn't killed and runs out of wildlife to eat.

RPG Superstar 2009 Top 32

Thanks for splitting the thread, MK.

Maybe this is a bit of a dumb question, but what is wrong with the skill challenge math? I think if we can nail that problem down, it would go a long way towards solving the problems with the skill challenge as a whole.


Paul Worthen wrote:
Maybe this is a bit of a dumb question, but what is wrong with the skill challenge math? I think if we can nail that problem down, it would go a long way towards solving the problems with the skill challenge as a whole.

Well, I'm not sure what A Man In Black feels the current math issues are, but here is at least the background:

When skill challenges were first released, the DCs were set in a table in the DMG (the classic 'page 42'), with the same chart used for setting DCs for skill stunts and other 'actions the rules don't cover.' In addition to the numbers on the chart (which covered Easy, Medium, and Hard difficulties, there was a footnote that said to increase the DCs by 5 for skill use.

People quickly discovered that with that footnote, Skill Challenges were vastly geared towards failure - the numbers were simply too high for PCs to regularly succeed. While failure should certainly be more common than failure in combat - since the consequences are less dire - it should still be the exception rather than the rule.

Due to the discussion, WotC released new DCs in the errata - typically dropping the DCs by 5... while also removing the footnote from the table. At least in my experience, the combination then resulted in Skill Challenges being much easier than they should be - but that is probably preferrable to too hard.

At the same time, they slightly changed the way the complexity of skill challenges worked - previously, you needed to hit a target number of successes (4/6/8/10/12) before getting half that number in failures (2/3/4/5/6). They changed this so that the number of failures is always 3 - which avoids the 4/2 issues (where 2 failures can happen very quickly and instantly end a challenge). But it makes the more complex skill challenges strangely imbalanced - you could get 10 successes (if you needed 12), and it only takes 3 failures to undo all that work. So I'm not entirely sure of the logic there, especially since official WotC products have often avoided it by presenting a challenge as a series of smaller challenges. (Which does, admittedly, work quite well.)

In any case, that is how things currently stand. Some people feel the existing DCs are just right; others feel they are too low. I'm in the second camp, and I simply use the original DCs without the footnote to increase them by 5, and I find that a happy compromise.

Of current issues with skill challenges, the only one that really comes to mind is the problem of assists. Many groups will see an easy way to success by figuring out the best skill for the challenge, and then having everyone assist the person best at that check rather than make individual attempts on their own. This both messes with the math, while also disrupting the goal of the skill challenge (to have multiple players each finding their own way to contribute to the scene.)

Some solutions are to simply not have assists in skill challenges - to say that each character has to do something on their own, and can't assist another. Or that if they want to assist, they should do so within the confines of the skill challenge - many challenges will have options like using Insight to give an ally a +2 bonus on their next Diplomacy check, for example. But if handled poorly, players can be frustrated by this, feeling like the DM is forcing them to roll a skill they are bad at in a scene they don't want to participate in.

For myself, I actually treat assists differently in skill challenges. I tend to let as many characters assist each other's checks (as much as reasonable, at least. The full group can help someone gather info with Streetwise, but might not be able to crowd around and help someone pick a lock.) In any case, I don't have those assists provide the standard "+2 bonus" they normally do - instead, the person making the check still succeeds or fails on his own role. However, if successful, the number of assists wil increase his degree of success - not by providing other actual 'successes' for the skill challenge, but instead providing other small benefits. Perhaps a bonus on other skills roled, perhaps new useful information for the party, perhaps unlocking other skills for use in the challenge, perhaps revealing to the PCs what skills are easiest for the challenge, perhaps even increasing the rewards or favors earned from the challenge!

This way I can still encourage everyone to try things on their own, but when someone asks if they can help their friend ask questions in the tavern, I don't have to just shrug and say no. (Or say yes, and watch the skill challenge get reduced to a redundant series of diplomacy checks.)

So... hope that helps explains things, at least a bit! As usual, I've rambled on quite a bit, so here's a summary for anyone who doesn't want to filter through the pile of text above:

1) Skill Challenge DCs were originally far too difficult.
2) They lowered the DCs in two different fashions, resulting in existing DCs that some feel are just right, and others feel are too low.
3) They changed it so that 3 failures always 'loses' a skill challenge, regardless of the number of successes needed - resulting in simpler challenges being extra easy, while the more complex challenges are almost arbitrarily hard. A common solution is to thus run several short or medium 'linked' skill challenges in place of a single extremely complex skill challenge.
4) The way assisting with skills works, it can encourage PCs to pool assists on a single check, which can make challenges both trivial and dull. To solve this, some DMs simply encourage PCs not to do this, others might outright forbid it, or some might change how assists work. (I allow them to provide non-numerical benefits, for example, so that they don't change the odds of success or failure, but still feel useful.)

I think that covers it, as far as I'm aware!

Dark Archive

Well I'm not really on either side on this but thought I would post this up since it seems to cover most of the arguments against skill challenges that I have seen (Note language not safe for work)

Gamer den anatomy of failed design skill challenges .


ProsSteve wrote:
Agree totally, skill challenges need some planning and are cinematic way of adventuring using something other than just brute\magical\divine force to achieve a goal. If used well they can encourage the players to roleplay their skill use with either strong descriptions or good roleplay as the ranger in the party using his knowledge nature tells the local Duke what the effect on the local livestock will be if a monster isn't killed and runs out of wildlife to eat.

Yeah, one of the reasons I remain so pleased with them is that the concept alone is such a breakthrough. I mean, you could use skills like this in earlier editions (and some folks did!) but the rules didn't really encourage or account for it. I remember when we were first hearing rumors of skill challenges and tried it out in my group, and tried running one with only the vaguest idea of how it worked, and everyone had a blast.

Especially as a DM, coming up with clever results to actually describe success or failure from different skills was an effort in improvisation that had long been missing from the game.

RPG Superstar 2009 Top 32

Here's a skill challenge I'm currently working on for my group. I'm not sure what needs to be done to improve this, so if anyone has suggestions, I'd be happy to hear them.

Skill Challenge:
Scale the Cliff

SETUP

The party arrives at the bandit hideout to find the main entrance heavily guarded – a frontal assault is out of the question. However, the party spots another, unguarded entrance to the hideout atop a nearby cliff. They must scale the cliff without alerting the bandits in order to gain entrance to the hideout.

RUNNING THE CHALLENGE

Level: 5
Complexity: 2 (6 successes before 3 failures)
Primary Skills: Athletics, Nature, Stealth
Secondary Skills: Endurance, Perception, Acrobatics

Athletics (DC 12) - used when a party member tries to climb, leap, jump, or haul another player up the mountain.

Nature (DC 12) - used when a player tries to determine the safest path up the mountainside

Stealth (DC 12) – used when a player attempts to sneak past guards or find a hidden route up the mountain. At least one success on the skill challenge must come from using this skill. No more than two successes on the skill challenge can come from using this skill.

Perception (DC 12) - used when someone tries to spot an easy path upwards, failing this check does not count as a failure, but imposes a -4 penalty on the next Nature check the party makes, passing this check does not count as a success, but gives a +4 bonus on the next Nature check. Only one Perception check can be made for each Nature check.

Endurance (DC 17) – After the party makes its third Athletics check they must make a group Endurance check. If at least half the group fails, they suffer one failure towards the skill challenge.

Acrobatics (DC17) – a character may attempt an acrobatic stunt to overcome a really difficult area of the mountain. Passing this check gives a +2 bonus on the next three Athletics checks the party makes. However, failure indicates that the character has slipped or stumbled while attempting an extremely dangerous stunt, and the party suffers a failure on the skill challenge.

Success: The party scales the cliff without alerting the bandits in the caves or the cockatrices in Area 1. They gain a surprise round against the cockatrices.

Failure: The party is fatigued and by the time they reach the mouth of the cave, they have alerted the cockatrices. Each party member loses two healing surges from the strain of climbing the mountain


I think it's a good one. Only change I would make would be on the stunt. Instead of having the stunt cause a challenge fail I'd have it cost the attempting player 1 healing surge, since a success doesn't give a challenge success. The lost of the surge also reflects minor injuries the character could have sustained in the failed check.

I might go with healing surge losses on the Endurance check as well, now that I think about it. WotC's done that before on some wilderness type challenges to reflect exertion.


There are also some related posts on enworld discussing the math behind the current 4E skill challenge system with some recommended fixes. I think a related system that attempts to fix the flaws is called the obsidian skill challenge system.

I have definitely seen skill challenges encourage roleplaying, even in the middle of combat.


Uchawi wrote:
There are also some related posts on enworld discussing the math behind the current 4E skill challenge system with some recommended fixes. I think a related system that attempts to fix the flaws is called the obsidian skill challenge system.

Yeah, the main change the Obsidian system makes is that a skill challenge doesn't end after a certain number of failures. Instead, you go around the table and make skill checks some number of times, and then simply have a target number of successes to aim for.

The goal is to avoid discouraging people from trying things out of fear they will get a failure that shuts down the skill challenge for the group. It is decent rationale, and I've seen people have success with the system - I haven't found it as dynamic as the core system, though, so still use that. But even just taking a look at how it works can give good ideas for your own skill challenges (like ways for PCs to use Action Points during a challenge, for example.)

Shadow Lodge Contributor, RPG Superstar 2010 Top 8

Anyone familiar with the Conflict system from Mouse Guard?

I'm thinking of using it in place of skill challenges, should I ever happen to run a 4e game again.


Kevin Mack wrote:

Well I'm not really on either side on this but thought I would post this up since it seems to cover most of the arguments against skill challenges that I have seen (Note language not safe for work)

Gamer den anatomy of failed design skill challenges .

I've always found the small essay here to be pretty much biased garbage. Trollman wants the Skill Challenge system to be a failure and essentially pigeon holes it into a place were he can then show how its all so very flawed.

The charts showing the DCs for the revised version of the Skill Challenge system don't actually show that the system always breaks even though its insinuated that this is what the math adds up to. Since the DM sets the DCs its actually possible to use the charts to get a rough idea of how likely your PCs are to pass the Challenge though that is made much more difficult because you can't really be sure what skills the players will use.

I also find his complaints about Mike Mearls adapting the basic system to deal with the scene he wants to present to be utter bunk. Its like demanding that all combats only ever feature Orcs because Orcs was what was used in the example of combat in the PHB. The system actually adapts well for a wide variety of tasks. I suspect that Trollman's complaint is rooted in the fact that he wants the system to be a failure and if DMs are using it dynamically it might actually be very effective at presenting the kinds of scenes they are attempting to create.

In the end the analysis is essentially garbage in/garbage out.


Matthew Koelbl wrote:


The goal is to avoid discouraging people from trying things out of fear they will get a failure that shuts down the skill challenge for the group. It is decent rationale, and I've seen people have success with the system - I haven't found it as dynamic as the core system, though, so still use that.

This is my position as well. Some, I'm sure like alternate designs and if so well more power to them.

However my goal with a Skill Challenge is to convey an exciting scene and have my players participate in that scene in a dynamic manner. I've found that the basic skill challenge system is highly adaptable to presenting a number of different types of scenes depending on what the DMs objectives are.

Most alternate systems really improve one dimension of using Skill Challenges but in doing so limit their flexibility. Usually they make it increasingly clear that whats now going on is a kind of sub game and you can give up things like Healing surges in order to gain benefits.

I'll rarely go down that kind of route with a skill Challenge because I have little interest in presenting the players with a sub game - I want them to react to the scene itself with their characters. They main purpose of the passes and fails, so far as I'm concerned, is to let the DM determine where the story goes from here. Much of the time the players don't need to know if they succeeded or not on a skill challenge...they just need to know what happens next.


Matthew Koelbl wrote:
At the same time, they slightly changed the way the complexity of skill challenges worked - previously, you needed to hit a target number of successes (4/6/8/10/12) before getting half that number in failures (2/3/4/5/6). They changed this so that the number of failures is always 3 - which avoids the 4/2 issues (where 2 failures can happen very quickly and instantly end a challenge). But it makes the more complex skill challenges strangely imbalanced - you could get 10 successes (if you needed 12), and it only takes 3 failures to undo all that work. So I'm not entirely sure of the logic there, especially since official WotC products have often avoided it by presenting a challenge as a series of smaller challenges. (Which does, admittedly, work quite well.)

The problem was that the math did not work originally. You had, statistically less chance of pulling off the small low XP challenges then you did the harder big ones.

Once they made everything into X before 3 the stats corrected themselves - there were high XP challenges that were worth a lot but very hard and smaller ones that were worth less but much easier.

As you note, however, its becoming increasingly common to just run a series of small challenges. In truth its not very much fun to fail a 'hard' challenge after putting so much work into getting there.

Personally I use the really tough ones for bonus sub quest type stuff and not for the main adventure in general. Say a set of impossible to open doors that have defied all adventures that have tried to open them in the past - note that getting through the doors is not required for the adventure. If the players pull it off well aren't they cool. Usually they fail however and like other adventurers before them they have been defied by the doors.

RPG Superstar 2010 Top 32

Skill challenges can only give you a success or fail result. Why do you need between a half-dozen or a dozen rolls to get that? Even if the math worked, even if the system was impossible to be gamed, it's a really inefficient way to accomplish something we have a simple and easy mechanic to resolve.

The Exchange

That isn't really true. You can design one that can have multiple outcomes if you so desire, based on the the skill rolls and the outcomes. They have several examples in the DMG2.


The fact that it is late may be the cause (slightly helped by the previous post [edit: or the one before Aubrey stealthily moved in]) of me considering using Fuzzy Logic to determine the result of a skill challenge.

RPG Superstar 2010 Top 32

Aubrey the Malformed wrote:
That isn't really true. You can design one that can have multiple outcomes if you so desire, based on the the skill rolls and the outcomes. They have several examples in the DMG2.

Sadly, there aren't any rules for those examples in the DMG2 version of the rules. (Which have DCs so low that you only have one possible result: success.)

One of the (many) problems with the skill challenge rules is that they don't do what they say they do or what the examples say they do.

Blazej wrote:
The fact that it is late may be the cause (slightly helped by the previous post) of me considering using Fuzzy Logic to determine the result of a skill challenge.

Personally, I just chuck the skill challenges entirely as a bad job and resort to Fuzzy Logic from the start.

The Exchange

A Man In Black wrote:
Aubrey the Malformed wrote:
That isn't really true. You can design one that can have multiple outcomes if you so desire, based on the the skill rolls and the outcomes. They have several examples in the DMG2.
Sadly, there aren't any rules for those examples in the DMG2 version of the rules. (Which have DCs so low that you only have one possible result: success.)

And? They provide plenty of examples, some several pages long. If you can't read and adapt something you have seen, then it reflects rather badly on the DM. The rules as presented are very basic, and many of the more interesting skill challenges deviate from that. But as there are dozens of examples out there of different types I am sceptical of claims that that is a bad thing. Designing a skill challenge is much more art than science, and hard rules may hinder that.

And I can tell you categorically that it is quite easy to fail a skill challenge, even using the new rules. A modicum of mathematical nous will tell you that you will get a spread of results determining how the dice fall. Don't look at the average and make a conclusion along those lines.

I'm getting a little tired of being told something which I know works doesn't because of an unpresented mathematical analysis (which seems to change, given that I thought before you stated that we always fail at skill challenges, and now we always succeed). I'm happy to discuss the issue but I think you need to actually post up some evidence for your views, rather than just state them. Then we can debate the merits of the system as it is, and the possible changes people have made and how they might impact.

RPG Superstar 2010 Top 32

Aubrey the Malformed wrote:
And? They provide plenty of examples, some several pages long. If you can't read and adapt something you have seen, then it reflects rather badly on the DM. The rules as presented are very basic, and many of the more interesting skill challenges deviate from that.

"Here are the written skill challenge rules. Now here are some examples, but those rules are so poor that we just went ahead and changed them randomly. I suggest you also not use our terrible rules and write your own on the fly!"

Why am I paying for this again? I wouldn't tolerate this sort of writing from a $4 PDF.

The Exchange

The rules give you the basics. The point about a skill challenge is that it is actually an exercise in creativity, in playing with the rules, rather than following them blindly. I don't think you can really put down all the possible permutations in the rules. Frankly, they would become quite boring if they did. The rules as written provide a basic groundwork for setting DC and determining the difficulty (and the xp) to be handed out. I know there is this b~$~~%*! "fallacy" (Oberoni?) which says that if the rules don't cover everything then the rules are crap (or rather, if the rules need to be changed to work it is no defense of them to say they can be changed). However, the rules actually do work more or less, but can be adapted to create some very convoluted and intricate challenges which step beyond those rules (and anyway, there are no rules which cover everything, which is the flaw in Oberoni's thinking, since it would invalidate every rule set everywhere).

And you are changing tack. I asked you for analysis, and you gave me the old "I'm voting with my wallet" routine you gave in the thread about Cheliax, which takes us nowhere. If you have the analysis, I would be happy to see it - I doubt that the skill challenges model is perfect, and that would be an interesting place to take it rather than simply exchanging opinion.

RPG Superstar 2010 Top 32

Aubrey the Malformed wrote:
The point about a skill challenge is that it is actually an exercise in creativity, in playing with the rules, rather than following them blindly.

You know what? I don't need to have the players roll a d20 between seven and eighteen times, or pay money for the DMG2, to creatively make up something on the fly. This is the analysis. The rules don't do what they say they do, and even the DMG2 tells you to make up your own rules instead of using the written ones.

I (and pretty much anyone else with enough creativity to play D&D at all) can be creative for free. Without rules. Rules offer only opportunities to temper creativity with fairness, so unfair rules are useless.

Quote:
And you are changing tack. I asked you for analysis, and you gave me the old "I'm voting with my wallet" routine you gave in the thread about Cheliax, which takes us nowhere. If you have the analysis, I would be happy to see it - I doubt that the skill challenges model is perfect, and that would be an interesting place to take it rather than simply exchanging opinion.

There's no way I can offer any mathematical analysis of the rules you're playing with, because the rules you're playing with exist only in your head. You've taken the examples and some stuff from published adventures, none of which has nothing to do with the written rules, and changed it in unspecified ways (including not even telling the players that there's a skill challenge).

If we want to talk about the written rules, I can do that. If we want to discuss the written rules plus clear modifications to those rules, I can also do that. But I can't hit a moving target.


A Man In Black wrote:
Skill challenges can only give you a success or fail result. Why do you need between a half-dozen or a dozen rolls to get that? Even if the math worked, even if the system was impossible to be gamed, it's a really inefficient way to accomplish something we have a simple and easy mechanic to resolve.

In previous skill usage you just sat down and rolled how ever many times to get the task done, this would normally limit the characters who could take part and took loads of rolls anyhow.

For example climbing a rockface up a mountain, the skill used would be Climb which would progress you 1/3 your speed (usually 10ft per move action), keep doing this until your done or fall off the obstacle. Due to limited skill only the Rogue or possibly the fighter would be able to do this easily.

The skill challenge to me seems to encourage more than just a single skill set. It's now a case of the trained Athelete (probably the fighter or rogue) take the lead with an obstacle, due to climbing in underground environments the Dwarf could help the group progress by using his Dungeoneering or likewise with the ranger using Nature. The other characters can assist using similar skills(pointing out easier routes or nooks that can be utilied.
The DM can choose to spice it up with creatures living on the rock face requiring stealth to avoid them( they are just a protective kind of bird but could cause someone to fall if they attacked). Of course all this climbing is tiring so you'd probably require at least one endurance roll.

The example is a simple skill challenge but to me shows how the characters skills are now brought into the adventure instead of being ignored or brought down to single rolls.

RPG Superstar 2010 Top 32

ProsSteve wrote:

The skill challenge to me seems to encourage more than just a single skill set. It's now a case of the trained Athelete (probably the fighter or rogue) take the lead with an obstacle, due to climbing in underground environments the Dwarf could help the group progress by using his Dungeoneering or likewise with the ranger using Nature. The other characters can assist using similar skills(pointing out easier routes or nooks that can be utilied.

The DM can choose to spice it up with creatures living on the rock face requiring stealth to avoid them( they are just a protective kind of bird but could cause someone to fall if they attacked). Of course all this climbing is tiring so you'd probably require at least one endurance roll.

Is this a DMG or DMG2 challenge?

If it's a DMG challenge, you're more likely to fail the easier the challenge is, because 4 successes before 2 failures is harder than 10 successes before 5 failures. So a rough hike ends up being harder than climbing Mt. Everest. Also, the character with the highest applicable modifier should use his modifier for every check, with other characters using Aid Another. You'll probably fail, though, unless the Acrobat is a rogue, because fighters often don't have very good dex and the DCs are Really High.

If it's a DMG2 challenge, then the party wins no matter what. It's also broken in other ways but seriously you have to have the wizard use Acrobatics and the fighter use Arcana to actually fail at a DMG2 challenge.

Neither system encourages using more than a single skill set. The best strategy in all cases is to hit the challenge with the highest applicable skill modifier, then having everyone else defer while that character solves the challenge singlehandedly. Frank Trollman described it better than I did:

Quote:

The first goal of the Skill Challenges is to keep people from feeling that their characters have nothing to contribute. That is, to get everyone trying to do something every round of the challenge rather than just sitting back and eating Doritos while the Diplomancer talks. Again.

A worthy goal. But wait a minute, Skill Challenges don't do that, do they? Indeed, since any failure on the team counts against the team's failure numbers, anyone who isn't the half elf diplomancer or bullysaurus who so much as opens their mouth during a social encounter to let words out instead of filling it with Doritos is actively hurting the team's chances. Each roll has a chance to add to the failure quota, so if you don't have the best roll the entire team is better off with you not rolling at all. That's bad, but it's actually worse than that, because in addition to relegating the rest of the team to Doritos munching, they take longer to resolve than the old system [ed. note: the 3e skill system]. So not only has the core objective of pulling the excluded players into the game not been achieved, the excluded characters are actually excluded for longer in real time.

The Exchange

Well, Frank's views are pretty bogus in this regard. The skill challenge mechanic as written is clear that you can use secondary skills, and a well-written skill challenge will include several different types of skill anyway (the example in the DMG uses several non-social skills in a social setting). That is also written in the rules, I might add. More broadly...

A Man In Black wrote:
Aubrey the Malformed wrote:
The point about a skill challenge is that it is actually an exercise in creativity, in playing with the rules, rather than following them blindly.
You know what? I don't need to have the players roll a d20 between seven and eighteen times, or pay money for the DMG2, to creatively make up something on the fly. This is the analysis. The rules don't do what they say they do, and even the DMG2 tells you to make up your own rules instead of using the written ones.

I should point out that people invent new rules for the game all the time to cover particular situations - for example, the rooftop chase in one of the CotCT adventures (which could have been done as a skill challenge). Unless you are suggesting that that in some way invalidates 3.5, I don't see how adapting the rules for skill challenges actually invalidates them either unless they don't work at a fundamental level as written. You say that is the case, and I await your proof with anticipation.

However, your comment about "making up the rules" in the DMG2 isn't the case anyway. What those show is how the tasks can be broken down into sub-tasks, or the simple die rolls can be incorporated into a broader narrative, while also setting out DCs and xp rewards. I'm not entirely sure what your point is. If you are saying it is bad because they haven't given full rules so you can read them and then come up with a highly complex skill challenge of the sort in the DMG2, then all I can say is that you must be incapable of reasoning by analogy. Frankly, an example is worth much more than a series of dry rules. The basic building blocks are in the book and if you can't make an intuitive leap then I'm sorry but that is not a failing in the DMG2 or by WotC. If it is the case that you have a fundamental disagreement about the way the building blocks work, that is of course a different matter.

A Man In Black wrote:
I (and pretty much anyone else with enough creativity to play D&D at all) can be creative for free. Without rules. Rules offer only opportunities to temper creativity with fairness, so unfair rules are useless.

That's fair enough if you don't like the mechanic - no one is forcing you to use it. However, there is creativity without rules (thinking uip a new world) and creativity with the rules (adapting the skill challenge rules to suit your purposes). You seem to consider the latter to be false in some way in a way I do not. And you still have not presented an analysis of why they are "unfair" - you just keep saying it, which isn't the same thing.

Quote:
And you are changing tack. I asked you for analysis, and you gave me the old "I'm voting with my wallet" routine you gave in the thread about Cheliax, which takes us nowhere. If you have the analysis, I would be happy to see it - I doubt that the skill challenges model is perfect, and that would be an interesting place to take it rather than simply exchanging opinion.

There's no way I can offer any mathematical analysis of the rules you're playing with, because the rules you're playing with exist only in your head. You've taken the examples and some stuff from published adventures, none of which has nothing to do with the written rules, and changed it in unspecified ways (including not even telling the players that there's a skill challenge).

If we want to talk about the written rules, I can do that. If we want to discuss the written rules plus clear modifications to those rules, I can also do that. But I can't hit a moving target.

I am talking about the written rules, and you seem to be twisting and turning to avoid presenting your actual analysis. I am waiting for your analysis of those rules as they are written. I have simply pointed out to you that the game does not end where the rules do. Apart from anything else I want to know what your basic assumptions are about them, since those seem to be different from mine.

RPG Superstar 2010 Top 32

Aubrey the Malformed wrote:
I should point out that people invent new rules for the game all the time to cover particular situations - for example, the rooftop chase in one of the CotCT adventures (which could have been done as a skill challenge). Unless you are suggesting that that in some way invalidates 3.5, I don't see how adapting the rules for skill challenges actually invalidates them either unless they don't work at a fundamental level as written. You say that is the case, and I await your proof with anticipation.

People make rules to cover situations that the extant rules don't cover. That's good.

People make rules to cover extant rules that suck. That's bad.

If PF core had some terrible running-over-roofs rules that had to be replaced on the fly with rules that worked, I'd be just as witheringly critical. However! 3e has a reasonably functional skill system that offers both examples of straight use of the rules, and these rules work. It also has a series of suggestions on how to modify these rules, both with planning and on the fly, and they work as well as can be hoped.

Now, skipping over the other stuff as mostly-tangential fighting...

Quote:
I am talking about the written rules, and you seem to be twisting and turning to avoid presenting your actual analysis. I am waiting for your analysis of those rules as they are written. I have simply pointed out to you that the game does not end where the rules do. Apart from anything else I want to know what your basic assumptions are about them, since those seem to be different from mine.

Okay, good, So we're talking about the written rules, and not any random houserules you made up or houserules implied by the examples in the DMG/DMG2 or examples from adventures. I am hemming and hawing and trying to pin down ground rules so I don't write a two-page essay and then get "Well, if you [houserule/adjust the math on the fly/wing it/make s*#$ up/write an entirely new system/use this other unrelated system] then it works just fine!" The Oberoni fallacy is only a fallacy if "The rules should work well out of the box" is an agreed-upon premise, because it is a fallacy of ignoring that premise, but there's no discussion here if that's not an agreed-upon premise.

The Exchange

A Man In Black wrote:
Aubrey the Malformed wrote:
I should point out that people invent new rules for the game all the time to cover particular situations - for example, the rooftop chase in one of the CotCT adventures (which could have been done as a skill challenge). Unless you are suggesting that that in some way invalidates 3.5, I don't see how adapting the rules for skill challenges actually invalidates them either unless they don't work at a fundamental level as written. You say that is the case, and I await your proof with anticipation.

People make rules to cover situations that the extant rules don't cover. That's good.

People make rules to cover extant rules that suck. That's bad.

If PF core had some terrible running-over-roofs rules that had to be replaced on the fly with rules that worked, I'd be just as witheringly critical. However! 3e has a reasonably functional skill system that offers both examples of straight use of the rules, and these rules work. It also has a series of suggestions on how to modify these rules, both with planning and on the fly, and they work as well as can be hoped.

Now, skipping over the other stuff as mostly-tangential fighting...

Quote:
I am talking about the written rules, and you seem to be twisting and turning to avoid presenting your actual analysis. I am waiting for your analysis of those rules as they are written. I have simply pointed out to you that the game does not end where the rules do. Apart from anything else I want to know what your basic assumptions are about them, since those seem to be different from mine.
Okay, good, So we're talking about the written rules, and not any random houserules you made up or houserules implied by the examples in the DMG/DMG2 or examples from adventures. I am hemming and hawing and trying to pin down ground rules so I don't write a two-page essay and then get "Well, if you [houserule/adjust the math on the fly/wing it/make s*#! up/write an entirely new system/use this other unrelated system] then it...

Well, yes and no. I'm happy to discuss the basic rules (although which version - DMG or DMG2, since they are different?) and it would be good to get that down and in the open. However, there are some other basic assumptions which I suspect we still will not agree upon, such as whether the more complex versions of the skill challenges which are not described in the basic rules represent a failure of those rules or simply an expansion of them. So I leave it up to you if you want to put down your analysis, as you might feel cheated and that you wated your time if my tack is less about that and more about differing assumptions to start with. Or at least be ready to agree to disagree, as it may well not come down to logical analysis.

Perhaps you should set out your assumptions first?

RPG Superstar 2010 Top 32

Aubrey the Malformed wrote:
Well, yes and no. I'm happy to discuss the basic rules (although which version - DMG or DMG2, since they are different?) and it would be good to get that down and in the open. However, there are some other basic assumptions which I suspect we still will not agree upon, such as whether the more complex versions of the skill challenges which are not described in the basic rules represent a failure of those rules or simply an expansion of them. So I leave it up to you if you want to put down your analysis, as you might feel cheated and that you wated your time if my tack is less about that and more about differing assumptions to start with. Or at least be ready to agree to disagree, as it may well not come down to logical analysis.

As long as I don't have to defend the premise that rules that don't more or less work as written are badly written, we're enough on the same page that we can have a discussion. Laying out the rest of the premises is part of the essay if I'm doing my job right.

Lemme get some writing done.

RPG Superstar 2010 Top 32

A quick rundown of premises. Lemme know if any of these are in dispute.

  • Skill challenges should involve the whole party.
  • Skill challenges should present an interesting tactical challenge for the party.
  • Skill challenges should offer some advantage over the single-roll 4e skill rules.

  • The Exchange

    A Man In Black wrote:
    Aubrey the Malformed wrote:
    Well, yes and no. I'm happy to discuss the basic rules (although which version - DMG or DMG2, since they are different?) and it would be good to get that down and in the open. However, there are some other basic assumptions which I suspect we still will not agree upon, such as whether the more complex versions of the skill challenges which are not described in the basic rules represent a failure of those rules or simply an expansion of them. So I leave it up to you if you want to put down your analysis, as you might feel cheated and that you wated your time if my tack is less about that and more about differing assumptions to start with. Or at least be ready to agree to disagree, as it may well not come down to logical analysis.

    As long as I don't have to defend the premise that rules that don't more or less work as written are badly written, we're enough on the same page that we can have a discussion. Laying out the rest of the premises is part of the essay if I'm doing my job right.

    Lemme get some writing done.

    Cool with that.

    The Exchange

    A Man In Black wrote:

    A quick rundown of premises. Lemme know if any of these are in dispute.

  • Skill challenges should involve the whole party.
  • Skill challenges should present an interesting tactical challenge for the party.
  • Skill challenges should offer some advantage over the single-roll 4e skill rules.
  • Yes on all three. I would caveat point two in that the party doesn't need to know they are in a skill challenge for that point to be valid.

    RPG Superstar 2010 Top 32

    Aubrey the Malformed wrote:
    I would caveat point two in that the party doesn't need to know they are in a skill challenge for that point to be valid.

    This is a separate tangent from a criticism of the rules-as-written, since it's a houserule I've never heard of before coming to the Paizo boards.

    It's impossible for skill challenges to be an interesting tactical challenge if you don't inform the party that they're doing a skill challenge. Basically, you're deciding for the party how they're going to play the skill challenge. That doesn't engage the players any more, because you're playing with yourself and asking the players to roll the dice for you.

    The Exchange

    Well, that would be an agree-to-disagree point, and I'm fine that it isn't central. That said, there is a clear example of such in the DMG2. Arguably, if you present a problem to the players they may react by suggesting skill checks they want to make. I don't think you need to say "...and this is a skill challenge" to get them interested and rolling dice. If the basic problem doesn't doesn't engage them, but the chance to roll dice does, then obviously you would tell them. I would suggest you have an issue of play-style here. I don't really think this is a house rule - the rules don't actually tell you to tell your players when they enter a skill challenge, and for more organic reasons of staying character you might prefer not to (as saying "Skill Challenge! Grab your dice!" could bring you out of the imaginary world and back to the pizza-strewn gameing table when it isn't necessary). In the end, whether this (i.e. not telling your players (sometimes) they are in a skill challenge) works will depend on the players and whether the DM is ready to run with it, possibly adjusting and adjudicating as he goes. I'm happy to accept it would not work for all groups (including probably my own).

    RPG Superstar 2010 Top 32

    Aubrey the Malformed wrote:
    Well, that would be an agree-to-disagree point, and I'm fine that it isn't central. That said, there is a clear example of such in the DMG2.

    We can agree to disagree that it's a good idea for a game, if you want. You didn't respond to my reasoning that it's impossible to be an interesting skill challenge, because you're making the decisions for the players or concealing from them that there are any decisions to make.

    The Exchange

    Sorry - see above, I expanded upon my comments.

    RPG Superstar 2010 Top 32

    Aubrey the Malformed wrote:
    Arguably, if you present a problem to the players they may react by suggesting skill checks they want to make. I don't think you need to say "...and this is a skill challenge" to get them interested and rolling dice. If the basic problem doesn't doesn't engage them, but the chance to roll dice does, then obviously you would tell them. I would suggest you have an issue of play-style here. I don't really think this is a house rule - the rules don't actually tell you to tell your players when they enter a skill challenge, and for more organic reasons of staying character you might prefer not to (as saying "Skill Challenge! Grab your dice!" could bring you out of the imaginary world and back to the pizza-strewn gameing table when it isn't necessary).

    Well, the rules don't actually tell you to tell your players when they enter combat, but there's a yawning gap between a tacit understanding that it's time to deal with a challenge and concealing that challenge from the players entirely. But posit for a moment that the skill challenge math is utterly broken. If you want players to roll skills to overcome a series of obstacles, what's the benefit of melding all of those rolls into one clunky and non-functional system instead of resolving them individually, especially if you're not telling the players what you're doing behind the curtain?

    The idea of broad skills that players apply creatively isn't a bad idea, but it's a part of the 4e baseline skill system (arguably, I don't think the skills are that broad, but that is a discussion for another thread), and not an advantage of the skill challenge rules.

    The Exchange

    A Man In Black wrote:

    Well, the rules don't actually tell you to tell your players when they enter combat, but there's a yawning gap between a tacit understanding that it's time to deal with a challenge and concealing that challenge from the players entirely. But posit for a moment that the skill challenge math is utterly broken. If you want players to roll skills to overcome a series of obstacles, what's the benefit of melding all of those rolls into one clunky and non-functional system instead of resolving them individually, especially if you're not telling the players what you're doing behind the curtain?

    The idea of broad skills that players apply creatively isn't a bad idea, but it's a part of the 4e baseline skill system (arguably, I don't think the skills are that broad, but that is a discussion for another thread), and not an advantage of the skill challenge rules.

    True concerning entering combat, although the mechanics of combat (especially the "Roll initiative" moment) kind of give it away. That's not so much the case with a skill challenge, but it will depend on the nature of the challenge to some extent. The example in the DMG2 has the players setting out what skills they want to use to address the in-game situation they face (tracing a murderer from the body they find) rather than being told "this is a skill challenge, these are the relevant skills, please roll". The possible draw-back to this approach, and where it deviates from the rules as written, is that you may have a player who is more dominant and so ends up hogging the limelight and the skill checks. And sometimes you might want the players to know anyway, if only to speed-up play. Certainly I would agree that if the rules can be demonstrated to be fatally flawed then yes, as a general point, there isn't much point in using them. However, that has yet to be demonstrated. More broadly, the agglomeration element of skill challenges does, however, provide a framework for adjudicating how much xp to give out for non-combat situations (which used to be pretty much what the DM felt like handing out) - certainly no hard and fast rules existed before the skill challenge mechanic came out.

    RPG Superstar 2010 Top 32

    Aubrey the Malformed wrote:
    The possible draw-back to this approach, and where it deviates from the rules as written, is that you may have a player who is more dominant and so ends up hogging the limelight and the skill checks.

    The very real drawback is that letting that dominant player hog the limelight is the best strategy. Working on the rest...


    A Man In Black wrote:
    There's no way I can offer any mathematical analysis of the rules you're playing with, because the rules you're playing with exist only in your head. You've taken the examples and some stuff from published adventures, none of which has nothing to do with the written rules, and changed it in unspecified ways (including not even telling the players that there's a skill challenge).

    Not telling the players is something the rules account for. As for mathematical analysis, you are refusing to give one of any skill challenge rules. In the other thread, you accused people that just claiming the rules work by anecdote doesn't make it so. Yet you have claimed the opposite, without ever providing proof.

    Sure, if they don't work for you, you don't need to use them. But they can function if run as is, they can function if run with slightly modified DCs, and they can function if run as guidelines rather than strict formula. Clearly MANY people in this thread have been able to make them run just like that.

    You keep asking why to use them if you can just decide on an outcome - the answer is so that you don't have to. They give guidelines to determine the success or failure of a scene. (Or degrees of success, which there are several ways to do.) Clearly people have found those guidelines useful and fair, even if you have not.


    A Man In Black wrote:

    A quick rundown of premises. Lemme know if any of these are in dispute.

  • Skill challenges should involve the whole party.
  • Skill challenges should present an interesting tactical challenge for the party.
  • Skill challenges should offer some advantage over the single-roll 4e skill rules.
  • I'll toss in disagreement on Point Two. Specifically, while making a skill challenge into a tactical challenge can be a use of the system, it is not - and never has been - a primary goal of the skill challenge system.

    The goal of the skill challenge system is to provide mechanical guidelines for determining the success or failure of a dramatic non-combat scene. Stuff that can be completely interwoven with roleplaying, such as an investigation through a village to uncover a mystery. The players do not need to know they are in a skill challenge in order to use skills in pursuit of this goal, and using the skill challenge rules allows the DM to have a non-linear means of determining when they succeed at the task.

    This is why (and how) some DMs will use the hidden skill challenge mechanic as the framework for a task the PCs are undertaking.

    The Exchange

    A Man In Black wrote:
    Aubrey the Malformed wrote:
    The possible draw-back to this approach, and where it deviates from the rules as written, is that you may have a player who is more dominant and so ends up hogging the limelight and the skill checks.
    The very real drawback is that letting that dominant player hog the limelight is the best strategy.

    Er, no, not necessarily - it depends what skills their character has.


    A Man In Black wrote:
    Aubrey the Malformed wrote:
    Well, that would be an agree-to-disagree point, and I'm fine that it isn't central. That said, there is a clear example of such in the DMG2.
    We can agree to disagree that it's a good idea for a game, if you want. You didn't respond to my reasoning that it's impossible to be an interesting skill challenge, because you're making the decisions for the players or concealing from them that there are any decisions to make.

    Yeah, this isn't true. If I tell the players "How would you like to search for the hidden cultists of Pylomar?", I'm not making any decisions for them. They are still deciding that one PC wants to use Streetwise to canvas the town, another wants to use Religion to figure out locations in town they might be drawn to, another wants to go talk to the town guard and use Diplomacy to get their help, another wants to find the seediest folks in town, challenge them all to drinking contests, and use Endurance to outlast them and see what rumors spill out of them when deep in their cups.

    In many skill challenges, if players specifically ask for ideas, I might present possible approaches if they are obvious ones, but neither in a hidden nor visible skill challenge does one need to force those ideas upon players rather than allowing them to take the initiative. And one doesn't need to conceal the decisions from them, either - in the above scene, the players still know they have a task and are clearly making decisions to solve it, they simply may not be aware that the skill challenge framework is running underneath the scene.


    A Man In Black wrote:
    Aubrey the Malformed wrote:
    The possible draw-back to this approach, and where it deviates from the rules as written, is that you may have a player who is more dominant and so ends up hogging the limelight and the skill checks.
    The very real drawback is that letting that dominant player hog the limelight is the best strategy. Working on the rest...

    This point I do want to address, since it is the most relevant criticism you've lobbied against the system.

    First off, a quick analysis of what cause this: With 3 failures causing the group to fail a skill challenge, players are inclined to not want to roll skills they are not very good at, and instead sit back and watch a character with a good relevant skill make that roll repeatedly.

    Now, in any given skill challenge, there are likely to be several paths to victory or several primary skills, usually diverse in nature. At least in a well-designed skill challenge - so in those cases, odds are good that at least 2-3 PCs will have relatively high checks in useful skills, and are thus encouraged to participate.

    In addition, skill challenges often have secondary skills that don't provide direct successes, but instead serve as the skill challenge replacement for assists - using Insight to help guide someone's Diplomacy check, using Perception to help someone's Athletic check, etc. The presence of these skills - which are typically easier than the normal ones, and don't carry the consequence of a direct failure, and simultaneously expand the list of skill options even farther - gives a good option for those looking to participate but not risk direct failure.

    In addition, many skill challenges will suggest a 'cap' on the number of successes that can be gained from a single skill. This prevents one single character from solving the entire challenge, or even from the entire group just circling around the table rolling the same skill in an exceedingly dull fashion.

    As well, some skill challenges suggest having a time limit or other urgent factor that will serve as encouragement for everyone to participate. Adding a failure might end the challenge - but inaction could lead to the same.

    And, finally... creativity. The skill challenge rules typically list the primary solutions to a problem, but a DM is also encouraged to allow players to attempt clever solutions if they can come up with them, and many players might have ideas to apply the skills they are best at in interesting ways.

    So, all of the above are direct, core elements that help encourage full group participation in a skill challenge.

    In addition to all that, there is the simplest element of all: the players. From a distance, it might seem obvious that the 'best' move for a player is to sit out the skill challenge and let a friend do it. But that isn't fun or interesting - especially if there are various options for the player to try, most players will want to take part in the skill challenge.

    Just as it might be a really effective approach for one player to build a melee power-house with the best attack in the game, and all his buddies to play warlords who give him free attacks... but you will rarely see that group in play, because it isn't nearly as entertaining for the players.

    People are here to play the game. Give them options for their characters that let them take part, and the default is typically to do just that.


    A Man In Black wrote:
    Aubrey the Malformed wrote:
    I would caveat point two in that the party doesn't need to know they are in a skill challenge for that point to be valid.

    This is a separate tangent from a criticism of the rules-as-written, since it's a houserule I've never heard of before coming to the Paizo boards.

    The concept is certainly not unique to the Paizo 4E community. The example given of a Skill Challenge in the DMG2 does not seem to indicate that the players are necessarily aware that they are in a Skill Challenge and much of the advice on breaking them up over time is going to in fact disguise that unless the DM makes it very clear to the players that they have returned to the Skill Challenge. Furthermore we have an example of one in the most recent series of Penny Arcade D&D podcasts where the players ran through a Skill Challenge while sneaking past a sleeping War Boar. None of the players indicated that they had realized they were in a Skill Challenge and the DM sure did not announce it. In fact its only in evaluating that part of the Podcast with the idea of Skill Challenges in mind is it clear that they played through one.

    A Man In Black wrote:


    It's impossible for skill challenges to be an interesting tactical challenge if you don't inform the party that they're doing a skill challenge. Basically, you're deciding for the party how they're going to play the skill challenge. That doesn't engage the players any more, because you're playing with yourself and asking the players to roll the dice for you.

    I'd take the opposite tack speaking from experience playing through them. Its quite difficult to make them an organic part of an exciting scene if you interrupt the scene to run some little sub-game while encouraging the players to meta-game the hell out of things. Your right down to rote dice rolling and, with a few exceptions based around using dice rolling to create tension, its just not a very fun way to interact with the fantasy world.

    Ultimately here the players and the DM don't need the same information for this to be exciting - you don't read out the monsters stat blocks to the players before they get into a fight because that is not only jarring but counter productive. The goal is to get the players to have fun fighting the monsters and telling them what the monsters weak points are ahead of time as well as what the monster can do makes for lame and boring combats.

    Fundamentally the players need to know what the scene is and how it evolves from their actions. The DM needs to know where the story goes from here and needs some method for giving the players XP - especially if they are running through many of these without otherwise fighting monsters to gain XP that way.

    You complain that once we include the material from the DMG2 and recent adventures the whole analysis becomes nearly impossible to pull off because its a moving target - I agree but so what? I mean its extremely difficult to give an exact percentage chance for a party to defeat any given group of monsters as well. Worse yet even if we can determine some percentages is it possible to adjust those percentages to take into account that the battle will take place with a 20 foot deep trench running down the middle of the room? I doubt it - so does this mean we should not add interesting features to combat encounters because evaluating them becomes more difficult? I certianly don't think so.

    Ultimately Skill Challenges are a tool for allowing players to interact with a scene in a role playing game, it does that best when the players are playing their characters and not playing the mechanics.

    RPG Superstar 2010 Top 32

    Matthew Koelbl wrote:
    Now, in any given skill challenge, there are likely to be several paths to victory or several primary skills, usually diverse in nature. At least in a well-designed skill challenge - so in those cases, odds are good that at least 2-3 PCs will have relatively high checks in useful skills, and are thus encouraged to participate.

    If there is any reasonable chance of failure, then there is no reason to ever use anything but the highest check. Even the player using Dungeoneering at +14 instead of Climb at +15 is harming the group's ability to succeed by not deferring to the Climber.

    Quote:
    In addition, skill challenges often have secondary skills that don't provide direct successes, but instead serve as the skill challenge replacement for assists - using Insight to help guide someone's Diplomacy check, using Perception to help someone's Athletic check, etc. The presence of these skills - which are typically easier than the normal ones, and don't carry the consequence of a direct failure, and simultaneously expand the list of skill options even farther - gives a good option for those looking to participate but not risk direct failure.

    This is not part of the rules as written, but instead one of the many patches/houserules used in personal games and published adventures. It's a reasonable patch but it isn't inherently part of the skill challenge system and it doesn't solve the core problems with the skill challenge system.

    You're still better off just using straight single skill rolls, and allowing people to use other skills to Aid Another.

    Quote:
    You complain that once we include the material from the DMG2 and recent adventures the whole analysis becomes nearly impossible to pull off because its a moving target - I agree but so what? I mean its extremely difficult to give an exact percentage chance for a party to defeat any given group of monsters as well. Worse yet even if we can determine some percentages is it possible to adjust those percentages to take into account that the battle will take place with a 20 foot deep trench running down the middle of the room? I doubt it - so does this mean we should not add interesting features to combat encounters because evaluating them becomes more difficult? I certianly don't think so.

    It's impossible for me to criticize a system if I don't have all of the system to analyze. The combat system of 4e is large and complicated, but it's not a moving target because you're not constantly fiddling with it in unspecified ways. The skill challenge system as-written is a complete catastrophe, and the fact that you can't just use it as-is and need to add weird features to hide the fact that the foundation just plain sucks is not a sign that it's "flexible and interesting" but instead a sign that it's "crap".

    The Exchange

    Everything Jeremey mentions is in the DMG2. If you don't own a copy, you will struggle to criticise the current versions of skill challenges, since you won't know the rules and guidelines. If you are basing your comments on the original DMG version of the rules, then yes, they were statistically dubious (I crunched some numbers myself and I'm happy to agree with that) but since those rules have been superceded anyway I can't get excited (erratas happen all the time). All the other stuff you say isn't in the rules actually is, and even if it wasn't completely laid out I'm afraid I'm not going to declare a highly flexible (again, something seem to see as a failure) system that can be used in a load of different circumstances just because the rules for laying out every last sort of challenge are not specifically laid out. The rules for laying out every last encounter are likewise not there (if someone invesnts a new type of terrain, does that mean the rules for terrains are likewise a failure?) so I do not see this as a failure.

    RPG Superstar 2010 Top 32

    Aubrey the Malformed wrote:
    Everything Jeremey mentions is in the DMG2. If you don't own a copy, you will struggle to criticise the current versions of skill challenges, since you won't know the rules and guidelines.

    I own a copy and have the current errata document. I'll have a fuller criticism of the system that exists when I'm done with it; I'm still fooling with parts of it. I keep letting myself get sidetracked.

    RPG Superstar 2009 Top 32

    Wow, talk about a busy thread! I guess skill challenges are still a hot topic.

    A Man In Black wrote:

    A quick rundown of premises. Lemme know if any of these are in dispute.

  • Skill challenges should involve the whole party.
  • Skill challenges should present an interesting tactical challenge for the party.
  • Skill challenges should offer some advantage over the single-roll 4e skill rules.
  • I'd have to say that I agree with all of these, although I'm not sure that a skill challenge has to be a 'tactical' challenge for the party. They just have to be an interesting and fun encounter for the party. If your group likes tactics, then a tactical challenge would work.

    Regarding whether the party should be aware that a skill challenge is taking place, it's something that needs to be taken on a group by group basis. Certainly there is 'official precedent' for either method. I think most DMs would probably tend towards not informing their players of the skill challenge, so that they could keep up the role playing aspect of the game.


    A Man In Black wrote:
    If there is any reasonable chance of failure, then there is no reason to ever use anything but the highest check. Even the player using Dungeoneering at +14 instead of Climb at +15 is harming the group's ability to succeed by not deferring to the Climber.

    I don't see many groups kicking someone out for not having built the absolutely most power-gamed character in combat, nor for not having taken the absolutely most tactical option in any given round. Similarly, in a skill challenge, attempting something slightly less effective than the absolutely best choice isn't going to be the end of the world for people playing the game, since the goal is to play the game. The criticisms you are lobbying would be ridiculous if offered in the context of the combat system of D&D - it is only the relatively simple mechanism of Skill Challenges that even allows you to make such comparisons without the absurdity of the claim being as obvious.

    Even aside from that - in a Skill Challenge, players don't know how easy or hard every check will be. Maybe the Dungeoneering check is an easier DC, or maybe it reveals additional information or unlocks other skills. Avoiding it because one player is good at Climb turns out, in fact, to be a weaker option than to try using several skills with good chances of success. So even by your flawed premise - that the players don't care about participating in a skill challenge, only winning it - grouping up behind one skill isn't usually the best option.

    Especially if there is a deadline or there is a cap on successes from certain skills - points, I note, that you failed to address, and which very definitely show up in the core rules.

    A Man In Black wrote:
    Quote:
    In addition, skill challenges often have secondary skills that don't provide direct successes, but instead serve as the skill challenge replacement for assists - using Insight to help guide someone's Diplomacy check, using Perception to help someone's Athletic check, etc. The presence of these skills - which are typically easier than the normal ones, and don't carry the consequence of a direct failure, and simultaneously expand the list of skill options even farther - gives a good option for those looking to participate but not risk direct failure.
    This is not part of the rules as written, but instead one of the many patches/houserules used in personal games and published adventures. It's a reasonable patch but it isn't inherently part of the skill challenge system and it doesn't solve the core problems with the skill challenge system.

    Ok, you're wrong. Skill Checks, top of page 76 in the DMG, is precisely what I'm talking about. Several of the listed skill challenges in the book have examples of this.

    What I also discovered, reading through this? Limiting assists in skill challenges is also not a house rule. The rules on group skill checks discuss that occasionally it may be appropriate for characters to attempt a skill as a group, which you can represent by having one player making the check and others using the assist mechanic. That makes it rather clear that this isn't expected to be available on every check of a challenge - further supported by looking at the example skill challenges. The very first one clearly labels one of the checks as allowing characters to aid a lead character, but not mentioning that for the others.

    So in many skill challenges, by the default, assists aren't even available for players to simply use whenever you want.

    You're still better off just using straight single skill rolls, and allowing people to use other skills to Aid Another. So that complaint, as well, is rendered invalid except when the DM explicitly wants to allow it.

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