
Kaisoku |

Well, Unearthed Arcana had rules for giving skills more spotlight time. They called it Complex Skill Checks (needing so many successes before too many failures, etc).
Personally, I've tried DMing something like that, and unless it's written properly it just feels like you are rolling a bunch of times back to back.
I rather like the idea of having to roll different skill checks, with the reasons for them.
A trap encounter is already kind of like a mini-skill challenge, since you need to roll a perception check to find it and then a disable device check to disarm it, however you could approach it like this:
Door Encounter
- Perception check to notice the poison gas trap in the handle.
- Disable Device to disarm the trap.
- Stealth to do this quietly.
- Disable Device to open the lock.
- Stealth to open the door quietly (without creaking).
- Perception to notice the vase that was put close to the door on purpose so that it would fall if anyone opened from this side.
- Sleight of hand to catch the vase before it hits the ground and shattering, unleashing who knows what kind of magic, or at the very least alerting the guards in the area of what's going on.
Technically, all you'd need to do is kick in the door to open it. However, those skill checks allow you to do so without alerting anyone's attention, without dealing with the fallout of the trap, and if you roll high enough, without even disturbing the trap so that you leave no trace.
.
Technically, that's all encounter design, and doesn't really need new game mechanics to pull it off.
It would be neat to have a book on making these kinds of encounters for non-standard (read: non-kick-in-the-door) games.

Boxy310 |

Well, Unearthed Arcana had rules for giving skills more spotlight time. They called it Complex Skill Checks (needing so many successes before too many failures, etc).
Personally, I've tried DMing something like that, and unless it's written properly it just feels like you are rolling a bunch of times back to back.
It ends up making a tighter bell curve, so that less skilled PC's can't realistically hope to get to it. Imagine a DC 25 series of skill checks, where 3/5 successes are needed. A PC with a +10 to that skill might hit it one in four tries, but a skill check at that level would be almost impossible.
I rather like the idea of having to roll different skill checks, with the reasons for them.
A trap encounter is already kind of like a mini-skill challenge, since you need to roll a perception check to find it and then a disable device check to disarm it, however you could approach it like this:
Door Encounter
- Perception check to notice the poison gas trap in the handle.
- Disable Device to disarm the trap.
- Stealth to do this quietly.
- Disable Device to open the lock.
- Stealth to open the door quietly (without creaking).
- Perception to notice the vase that was put close to the door on purpose so that it would fall if anyone opened from this side.
- Sleight of hand to catch the vase before it hits the ground and shattering, unleashing who knows what kind of magic, or at the very least alerting the guards in the area of what's going on.Technically, all you'd need to do is kick in the door to open it. However, those skill checks allow you to do so without alerting anyone's attention, without dealing with the fallout of the trap, and if you roll high enough, without even disturbing the trap so that you leave no trace.
.
Technically, that's all encounter design, and doesn't really need new game mechanics to pull it off.
It would be neat to have a book on making these kinds of encounters for non-standard (read: non-kick-in-the-door) games.
But unless you have two or more rogues in the party, most of that encounter would be done by one party member hunched over a mechanism and the others hovering over him telling him to watch out for that poison, etc. etc.
IMHO this is the one thing where 4E did well on to improve. Negotiations work really well when everyone in the party is rolling a skill check, one for history, one for diplomacy, one for intimdate, etc. etc. and at least 3/5 of the checks need to succeed, for example.

KaeYoss |

Except that the 4ed Skill Challenges, as written, are a very poor rule system.
That was the one that didn't have to make sense right? E.g. to get into the castle you can attempt knowledge checks to know about secret entrances, climb checks to get across the wall, bribe checks to get the guards to let you pass, and so on.... and you had to get X successes in any order before you got Y failures - but the successes only had to be the right number, they didn't have any casual connection (like "I bribe the guard on the battlement to to look the other way, jump over the moat and climb the wall with two checks" no need! You could have done it with 4 climb checks even though you would have been seen, and never got across the moat)

Dork Lord |

Teamwork benefits? I'm not sure what you mean... are you asking for actual tangible stat bonuses for using teamwork in encounters? That sounds like flanking to me. As far as teamwork goes, when a good group of players works well in tandem, you -will- see a teamwork benefit in the encounter going smoothly. When groups run chaotically with each player having their character doing their own thing, the encounter goes from smooth to potentially terrible. Teamwork is it's own reward already.

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Teamwork benefits? I'm not sure what you mean... are you asking for actual tangible stat bonuses for using teamwork in encounters? That sounds like flanking to me. As far as teamwork goes, when a good group of players works well in tandem, you -will- see a teamwork benefit in the encounter going smoothly. When groups run chaotically with each player having their character doing their own thing, the encounter goes from smooth to potentially terrible. Teamwork is it's own reward already.
Actually I was referring to the an actual Game Mechanic that was introduced in 3.5 that allowed a group with certain pre-requisites to purchase (though I can't remember what they actually gave up, whether it was a skill point or what) a "Teamwork Benefit" that gave them certain advantages. Usually, it was one "Leader" with certain Pre-reqs and everyone else in the group had to have a secondary pre-req. They were featured again in the Forge of War in the Eberron setting, but I can't, for the life of me remember what book they first appeared in...

Disciple of Sakura |

Gorbacz wrote:Except that the 4ed Skill Challenges, as written, are a very poor rule system.That was the one that didn't have to make sense right? E.g. to get into the castle you can attempt knowledge checks to know about secret entrances, climb checks to get across the wall, bribe checks to get the guards to let you pass, and so on.... and you had to get X successes in any order before you got Y failures - but the successes only had to be the right number, they didn't have any casual connection (like "I bribe the guard on the battlement to to look the other way, jump over the moat and climb the wall with two checks" no need! You could have done it with 4 climb checks even though you would have been seen, and never got across the moat)
Good lord do I remember that. We had to do it in a couple of the 4.0 modules I played in when my wife and I dropped by our FLGS for worldwide D&D Days/Free RPG Days. Brought back nightmares of Dogs in the Vineyard. Terrible, unappealing system.
I remember the Teamwork rules from the PHBII. Wasn't that impressed with them, but I also haven't tried using them. They might be fun in actual play...

Caedwyr |
Caedwyr wrote:For a example of how skill challenges can be run in Pathfinder, check out Crypt of the Everflame. Specifically, the section on getting to the bottom of the scree slope near the start of the adventure.For those without the module, care to summarize it?
Treacherous Hillside (CR 1, 400 XP)
Leaving the Gray Lake behind, the PCs must travel for about 3 hours to reach the valley that contains the Crypt of the Everflame. The trees in this part of the forest are very old and quite gnarled. The weather makes the journey even more miserable, as a cold rain begins to fall halfway through this part of the forest. When the PCs reach the valley, read or paraphrase the following.
The trail leads ever deeper into the Fangwood, through a twisting maze of trees and confusing ravines. As it tops a small rise, a broad valley spreads out before it, the opposite side of which looks like a writhing serpent. Yet between the two lies a steep hill sloping down into the valley. A cold rain starts to fall, making the ground slick and treacherous.
This part of the Fangwood is particularly dense, making it a thorn-covered maze of bushes, treacherous roots, and uneven rocks. The map that the PCs were given leads to this valley (called Serpent Gorge), marking the crypt at its bottom. Getting there, however, proves to be a challenge.
Navigating the slope takes at least half an hour, and each PC must make three DC 10 Acrobatics checks to avoid sliding down the slope. If the PCs go slowly, it takes an hour to reach the bottom, but all characters get a +2 circumstance bonus to their Acrobatics checks. Tying off ropes to help navigate the hill gives another +2 equipment bonus to the check (this does not stack with the bonus from a climbers kit). If any character fails one of these checks, allow the character to make a Reflex save and consult the following table.
Reflex Save Result
20 or higher The character catches himself before he slides too far and takes no damage.
1519 The character slides down a short hill before slamming into a tree. The character takes 1d4 points of nonlethal damage.
1014 The character slides far down the hill, reducing the number of checks that need to be made by one. Unfortunately, the character also slides through a pair of thickets and lands hard on some rocks, taking 1d6 points of damage.
59 The character slides down a muddy hill and then falls down a 20-foot cliff, taking 2d6 points of damage. This reduces the number of checks that need to be made by one.
4 or less The character slides all the way to the bottom of the ravine, taking 2d6 points of damage and 1d4 points of Dexterity damage from a horribly sprained ankle.
This isn't so much a team skill challenge, but follows the pattern of multiple skill checks with a varying range of results from total success to failure that is not game ending.

Kraven Evilfart |

For combat teamwork, the new feats at the end of the inquisitor playtest look very promising. Myself as a rogue, and one other player as an inquisitor are begging to take them together since we both like to flank the same targets :)
The 4e skill challenges was their attempt at giving xp for roleplaying, and it was a terrible job.