Help Me Make My Skill Challenge Fun

Tequila Sunrise

Adventurer
I wasn't able to make SCs fun in 2008, and gave up after a few tries. But now I'm running the dungeon area of a Dungeon adventure, and I'm less than enthusiastic about playing through it in the traditional one-room-at-a-time fashion. There are lots of 5-foot corridors, traps, and isolated micro-encounters; which don't play to 4e's strengths. So I'm thinking about converting this dungeon, except for the final climactic encounter, to a SC.

@EzekielRaiden I'd appreciate any input regarding SCs you might have. I'm not going to post anything too revealing, but if you want this possible SC to be a complete* surprise, don't feel obligated to read anything more.

*I realize that the first advice given about SCs is "Don't tell the players they're in a SC," but seeing as how you and the other players have already seen part of the dungeon map and had the first encounter there...well, I think the cat's already out of the bag. :p

So, I think that the two big issues with SCs are:

1) Because of their X-successes-before-Y-failures nature, SCs incentivize players to leave all the rolling up to the PC with the highest bonus. I think that a 'The party has Y out-of-combat rounds to rack up as many successes as they can' format would be better. (Where Y isn't necessarily known to the players.) After Y rounds have elapsed, the party's degree of overall success is determined by their number of successful checks -- possibly using a fail-forward scheme.

2) When I last ran SCs, I didn't tie individual success/failures to a narrative or any individual mechanical outcomes. So SCs were for my players just roll, roll, roll...roll some more...final outcome. Bleh!
 
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D'karr

Adventurer
Though I have run parts of a dungeon crawl as a Skill Challenge, I would recommend you take a look at [MENTION=38140]Frylock[/MENTION]'s dungeon crawl system as a very worthy alternative.

We played the entirety of Against the Giants with large portions of the adventures adjusted in this manner and we had a blast.
 

I wasn't able to make SCs fun in 2008, and gave up after a few tries. But now I'm running the dungeon area of a Dungeon adventure, and I'm less than enthusiastic about playing through it in the traditional one-room-at-a-time fashion. There are lots of 5-foot corridors, traps, and isolated micro-encounters; which don't play to 4e's strengths. So I'm thinking about converting this dungeon, except for the final climactic encounter, to a SC.

@EzekielRaiden I'd appreciate any input regarding SCs you might have. I'm not going to post anything too revealing, but if you want this possible SC to be a complete* surprise, don't feel obligated to read anything more.

*I realize that the first advice given about SCs is "Don't tell the players they're in a SC," but seeing as how you and the other players have already seen part of the dungeon map and had the first encounter there...well, I think the cat's already out of the bag. :p

So, I think that the two big issues with SCs are:

1) Because of their X-successes-before-Y-failures nature, SCs incentivize players to leave all the rolling up to the PC with the highest bonus. I think that a 'The party has Y out-of-combat rounds to rack up as many successes as they can' format would be better. (Where Y isn't necessarily known to the players.) After Y rounds have elapsed, the party's degree of overall success is determined by their number of successful checks -- possibly using a fail-forward scheme.

2) When I last ran SCs, I didn't tie individual success/failures to a narrative or any individual mechanical outcomes. So SCs were for my players just roll, roll, roll...roll some more...final outcome!

I'm going to throw some general thoughts out there, some guiding principles and some techniques for you. You can then follow up with whatever questions, clarifications, etc that you might have.

First things first. I don't subscribe to the "don't let the players know they're in an SC" at all. In fact I think it is actually a bad idea for what SCs try to accomplish. Lots of conflict resolution systems don't hide their metagame architecture from the players; Dogs in the Vineyard, Fate, Cortex + for example. The adversity has the equivalent of a stress track of a dice rating and once you reach the end of it, the adversity is overcome. Players have rules and means (PC build resources) to get to the end of that track and overcome that adversity. Mechanically, those systems are what 4e's SCs emulate. Put another way, "Successes" is the adversity's Hit Point pool while "Failures" is the players' Hit Point pool. You don't hide the metagame archetecture of combat from players (initiative, action economy, attack rolls, hit points, et al) because it would stunt player agency, inhibit their ability to make informed action declarations, and generally stunt the process of resolution.

Same thing applies to noncombat resolution.

So what I do is make it as plain as possible to the players. I use the RC rules:

Complexity
Successes
Failures
DCs
Advantages
Secondary Skills
1
4
3
4 M
-
1
2
6
3
5 M, 1 H
-
2
3
8
3
6 M, 2 H
2
3
4
10
3
7 M, 3 H
4
4
5
12
3
8 M, 4 H
6
5

Secondary Skills are at the Easy DC and augment a player-specified, subsequent primary check by + 2. On a failure, the GM has a complication that they can deploy against a subsequent primary check (imposing a - 2 to the roll).

Advantages are spent to step down a DC (eg from Hard to Medium).

Every micro-failure is 1 Healing Surge lost by the player.

Every micro-failure of a Group Check is 1 Healing Surge lost by each player

A failed Skill Challenge is 2 Healing Surges lost by each player.

Pretty simple.



One of the problems I see you're running into is that PC team is deferring to a player with a relevant high check to solve a problem. There is an easy answer for this.

Consider a Skill Challenge to be that of a story-boarded action scene in comic books. Each moment of relevance of an SC is its own box. That box should typically put pressure onto a specific PC RIGHT NOW. You put that PC in a spot by framing them into a moment of desperation, a hard choice, or by showing them something imminent that will come to pass if they don't seize the moment. They may be able to be aided by a player (via a SS, but the PS will be theirs).

Exploration example:

GM: Bob (the Fighter), as the vanguard of the group, you're the first to enter the chamber. The massive stone double doors you pushed through resisted but then relented. The lentil over the entrance is cracked and pocked and dust and dislodged pebbles assail you as you step inside. By the magical light imbued in your sword you can see high ceilings held aloft by crumbling pillars. The framing of this room is failing terribly. As your allies begin to filter in behind you, you hear and see one of the primary load-bearing pillars begin to give way. You're certain the ceiling will come with it!

Player of Bob the Fighter: I sprint to the pillar and bear hug it to hold it in to place! I shout to my allies: "Hurry and find the exit or we'll be buried alive! I don't know how long I can hold this!"

GM: Alright. This is serious business. You're wanting to keep the failing pillar in place and hold up the ceiling while your allies look for eggress, right? I think this calls for using one of my 4 Hard DCs (assuming Complexity 5).

* Of note, the GM's Hard DCs are basically like MHRP Doom Pool. When the GM wants to escalate the action, up the stakes, and amp up the tension, they'll use one of their Hard DCs. Likewise, Advantages are basically the community Plot Point pool for the players.

Player of Bob the Fighter: That's right! My spirit soars and my muscles bulge! Be it a swarm of monsters or a collapsing ceiling, it is my sworn duty to protect my allies no matter the cost to me!

I'm spending one of our Advantages to step down the DC to Medium.



The key here is to always keep the action moving in interesting directions. The fiction should ALWAYS change dynamically as a result of any given resolution. Any micro-success in a Skill Challenge needs to be a "Success with (interesting) Complications". Any micro-failure needs to have the PCs "Failing Forward." The fiction must always be propelled forward with exciting, interesting decision-points for the players. Let past results snowball toward climax and only on the cementing success or failure is there going to be 100 % win/loss established.

You need to be using genre logic and narrative causality throughout the course of the challenge. Every challenge needs to follow Freytag's dramatic arc: Exposition > Rising Action > Climax > Falling Action > Denouement. At the exposition phase, you need to be having a conversation with your players. Their goals for the challenge need to be clear. The price of failure/the stakes need to be clear. At each action declaration, you need to understand the exact intent of your player so you can come up with dramatically compelling consequences for failure. Consequences that changes the dynamics of the scene and propels things forward but doesn't close it out (unless you're at the final failure).

Consider the above situation with Bob. Bob fails his Athletics check? Let us assume it is the 1st or 2nd failure in the dungeon Skill Challenge. We need to fail the group forward. Perhaps Bob holds up the pillar just long enough for his allies to discover the egress from the room. They're all at the edge of the room save Bob on the other side.

It is pretty hopeless. Those PCs are going to have to dive out the egress and leave their friend Bob to the cave-in. We've got a Mines of Moria "Fly, you fools (!)" moment where Gandalf (Bob in this case) heroically sacrifices himself. You don't have to have the other PCs make a primary check to dive out of the room with the collapsing ceiling. You can just "say yes." If that is what they do then now we've split the party up. Mayve everyone else pushes on. Maybe Bob has to try to excavate himself out of the other side of the room and then find an alternative route to his allies. Or maybe the PCs try to excavate the rubble and find their friend.

Or. Perhaps instead of all of the PCs diving out of the room, maybe on of the PCs has Arcane Gate (or some kind of derivative)! The Wizard spends the Daily power to create a portal to the other side of the room for good old Bob! Bob dives through before the ceiling falls on top of him and everyone is out of the room! Boom, 1 (or 2 perhaps because that is pretty awesome) auto-success for the Skill Challenge and everyone is safely out of the room.

Regardless, the action always needs to go forward. It needs to be charged with conflict at every moment. And you need to be putting specific players in spots or giving specific players moments that test their archetype mettle in the crucible fo the resolution mechanics so you can see what happens.
 

EzekielRaiden

Follower of the Way
*cracks knuckles*

Alrighty. Before I say anything of my own, I can definitely second essentially all of the general points of Manbearcat's advice. Fail forward is critical to making skill challenges enjoyable and effective. Making "star" PCs take great(er) risks for their great(er) competence is a useful tool. Stressing that powers--whether naturally "combat-oriented" or not--can apply is also a big deal. I'll expand on all of these with my own ideas.

One of the only things I'll disagree with is that I don't think it's essential to let players know they're in a skill challenge--only that they have a problem to solve and need to find ways to solve it that don't strictly include sticking a sword into something (or fireballing something, etc.) Sometimes it's a good thing to say it--particularly if it wouldn't SEEM like it's a skill challenge, and I think "exploring this dungeon" would count as one of those times. Other times, I think it's good to make it more subtle; a prior 4e DM made a skill challenge out of "escape from the slaver guards and Templars and regroup elsewhere," and that was quite fun--I only realized it was an SC after the fact.

"Fail forward" is one of my favorite "new" mechanical ideas--I'm sure it's really existed forever, but having played lots of Dungeon World where said mechanic is core to the system, I've grown extremely fond of it. It's harder to weld into D&D proper, since DW's rolls are naturally pyramid-shaped (2d6), but there are a couple ways you can address it. Crits and crit-fumbles are "big" successes/fails--getting an unequivocal good or unequivocally losing out kind of deal. Then, you can make particular ranges "bad"/"good" respectively. For example, maybe 17+ (on the actual die) gets a small extra perk, otherwise makes things a little nicer, or doesn't hurt as bad if it's still a fail; while 4- is a serious fail with somewhat more dire consequences than simply doing badly. Another alternative might be to try to bring in the 2d6 (or some similar pyramid shaped distribution) in some way, perhaps as a roll you make to "tweak" the player's results (e.g. 5-9 no change, 2-4 adds a negative complication, 10-12 adds a positive complication). Regardless of how you do it though, I definitely agree that things should always drive the action toward an "exciting" conclusion, whether that conclusion is what the PCs wanted or not.

Dealing with the problem of "star" PCs is much like dealing with the problem of "star" students in a classroom. There's nothing "wrong" with being good at something, and there's nothing "wrong" with wanting a skilled person to tackle tasks...but on the grand scale, this results in over-working the "stars" and allowing everyone else to coast along without (in the classroom case) learning nearly as much. Fortunately, almost everyone will be good at something in the D&D case, so you can focus on giving "advanced" challenges for them, and adapting, where possible, to the strengths of the group. For example, our own group has (unless Dresden's new player changes things) a pretty heavy emphasis on Charisma skills, especially Diplomacy, while being relatively more limited in terms of Perception (I believe only the Ranger has that trained). So we have a tendency to default to his skills, but we aren't above participating in a group toward checking things. So perhaps the high-Perception character can have things that really do warrant being so eagle-eyed, while having others handle more "basic" detection-related tasks.

Last but FAR from least, Powers! Powers are something people really NEED to think of in a more open-ended sense than they usually do. For example, my Paladin's power "Majestic Halo." It's a Daily, so its use would probably need to be commensurate with its effect; as I see it, this power pretty dang clearly demonstrates "I am on a mission from God," and in the right circumstance, such a blazing symbol of divine authority could be very effective; for example, a situation where someone's moral fiber is in question (a courtroom, a negotiation table) and there are enough religious sensibilities, or...perhaps struggling to escape a dungeon filled with a magical darkness/fog, especially if the party has been separated (such a 'glowing halo' could be easily visible from a ways off). Similarly, I had a Sorcerer who got good use out of some of his at-will powers--Burning Spray meant we had access to fire pretty much any time we needed it, which was very useful in Dark Sun.

I hope that that's helpful. I've also heard stuff about the "Obsidian" Skill Challenge system, but I don't remember the details or where to find it, I'm afraid. :S
 

Tequila Sunrise

Adventurer
Manbearcat: A lot of the dramatic terminology you use is going over my head -- which isn't a new problem for me, mind you -- but from what I gather, you prefer to plan specific dramatic moments as SCs with specific possible outcomes, rather than a single long-term navigate-the-dungeon SC. Like, that buckling-pillar example would just happen, rather than being the result of the failure of some skill check. Or would this SC result from a party choice? ("These stone doors are engraved with the Iron King's sigil! We open them, rather than continuing down the corridor.")

Point taken about telling players they're in a SC.

EzekielRaiden: Point taken about using powers in SCs -- I definitely ascribe to the 'Powers can be used anytime, anywhere' philosophy.

As you know, I'm new to the fail-forward thing, and I think I'm not understanding it the way you do. For example, wouldn't it be natural in D&D to handle fail-forward with check-result ranges, rather than d6s or natural-d20 ranges? It seems like this would make it easier to build your 'basic v. expert' tasks into a SC. In any case, I'll do my best to make it a part of my SC(s)!

D'karr: Thanks for the link. I've read the intro, and it looks interesting!
 

Manbearcat: A lot of the dramatic terminology you use is going over my head -- which isn't a new problem for me, mind you -- but from what I gather, you prefer to plan specific dramatic moments as SCs with specific possible outcomes, rather than a single long-term navigate-the-dungeon SC. Like, that buckling-pillar example would just happen, rather than being the result of the failure of some skill check. Or would this SC result from a party choice? ("These stone doors are engraved with the Iron King's sigil! We open them, rather than continuing down the corridor.")

Plan bolded by me. My prep is extremely light. I mean extremely, extremely light. I basically have some antagonists (after consulting with my players what they're interested in engaging with) and PC build flags (backstory, background, theme, paragon path, epic destiny et al). We'll handle some prologue stuff together to flesh out setting. Then we'll use all of that stuff to coordinate the thematic premise(s) that each player is seeking to engage through their PC and come up with (typically) 3 Minor Quests and 1 Major Quest for each PC. As they resolve them, we'll create more (based off the evolved fiction).

Technique-wise, in terms of Skill Challenges and their relationship to dungeon exploration in 4e, you have three choices:

1) Pick a skill Challenge complexity (let us say 5). Devise a purpose (the players' collective goal) for the Skill Challenge and the cost of failure (the stakes). Create a map that features WAY more relevant locations of interest/conflict (eg the room with the crumbling framing) than you would need to resolve the Skill Challenge. Make a little key for yourself with a pithy descriptor of the adversarial element at each location (eg Failing Framing and Collapsing Ceiling). As the players move through, you frame them into each bit of conflict until the final success is achieved (and then you just frame them into the next scene...eg the BBEG lair or the room with the McGuffin or the exit, etc). If failure is met instead then frame the PCs into that conflict (an overwhelming combat or the dungeon is collapsing in on itself and they have to make a mad dash back to the entrance - another SC, etc).

2a) Create an abstract map. Stock it with isolated SCs (typically complexity 1) for specific, important conflicts. These might be infiltration challenges, intelligence gathering, hazard/terrain navigation, et al. Proceed through the map until you reach the final conflict.

2b) Alternatively, you can do a combo of 1 and 2a above and have each of the SCs be nested Complexity 1 SCs, each success or failure in those micro-SCs contributing 1 success or failure in a macro Complexity 1 SC.

Also, if you want to pull out specific phrases or component parts that I didn't communicate effectively in my initial post, feel free to do so. I'll try to be more clear.
 

Quickleaf

Legend
[MENTION=40398]Tequila Sunrise[/MENTION]
You've got some great advice so far, particularly from Manbearcat and the suggestion to check out Frylock's dungeons crawl system!

I've done pretty much exactly what you're looking to do (I think). Check out my Dragon Mountain 4e conversion PDF (link in sig); towards the front is an Exploring Dragon Mountain skill challenge on a 2-page spread, and also a Descending the Chasm smaller skill challenge. Both of these just use the general idea of skill challenges with unique mechanics. Very worth looking over for your purposes/inspiration.

Anyhow, to address two of your concerns:

1) Because of their X-successes-before-Y-failures nature, SCs incentivize players to leave all the rolling up to the PC with the highest bonus. I think that a 'The party has Y out-of-combat rounds to rack up as many successes as they can' format would be better. (Where Y isn't necessarily known to the players.) After Y rounds have elapsed, the party's degree of overall success is determined by their number of successful checks -- possibly using a fail-forward scheme.
A few points of theorycraft:
  • Different skill challenges call for different formats. Most important point.
  • You assume that all skills are always available for a challenge.
  • You assume that all PCs have equal access to all parts of a challenge.

For example:

A trapped treasure vault rigged to blow if wrong answer is given. In this scenario an X successes before Y failures is appropriate.

A horse chase thru a river valley to cut off an escaping villain before they reach enemy territory. In this scenario X successes before 3 rounds is appropriate.

2) When I last ran SCs, I didn't tie individual success/failures to a narrative or any individual mechanical outcomes. So SCs were for my players just roll, roll, roll...roll some more...final outcome. Bleh!
IMHO this has more to do with the insufficient guidelines in the core books to demonstrate how to tie a skill challenge to the narrative. The examples in the DMG are just bad.

My basic rule of dice rolling applies double with SCs: If you're rolling dice, something is probably going to change. That means a SC should adapt and morph to the players' decisions and the results of their rolls. Most significantly, the DM needs to come up with interesting consequences of failure that don't end the challenge entirely (before its time to end of course).

For example:

Infiltrating a rival-but-not-hostile Duke's estate to steal blackmail documents. If the rogue goes after some treasure on the side and alerts a guard, the challenge changes: The PCs now need to prevent the guard from sounding the alarm. If the alarm gets sounded, then the challenge should become much more difficult and patrols of guards will be scouring the estate for the intruders.
 
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pemerton

Legend
SCs incentivize players to leave all the rolling up to the PC with the highest bonus.
Here's my take on this: combat incentivises players to leave all the rolling up to the PC with the highest bonus, too.

How do we avoid that for combat? We don't just have the orcs form a line and duel with the fighter one-on-one. Rather, the orcs attack all the PCs at once, forcing the wizard to do something about them even though the wizard isn't as good at orc-fighting as the fighter is.

Do the same thing in a SC. If you (as GM) want the player of the low-CHA dwarf fighter to make a Diplomacy check, have an NPC talk to his/her PC!

If you want the player of the low-STR wizard to make an Athletics check, narrate a door slamming shut in his/her face as s/he tries to pass through the doorway.

Etc.

In the social case, another player can always narrate that his/her PC talks over the dwarf and answers the question. But (i) that probably changes the fiction - the NPC was talking to the dwarf, not the interrupter, (ii) that therefore probably changes the DC of the Diplomacy check, and (iii) that probably makes the dwarf fighter look ineffective, which should have consequences into the future.

In the door case, another player can narrate that his/her PC leaps into the doorway to hold the door open, but that probably requires spending some sort of mechanical resource to perform an interrupt - in my game, our default rule is that an Action Point can be spent to perform an interrupt like that in the context of a skill challenge.

If you're rolling dice, something is probably going to change. That means a SC should adapt and morph to the players' decisions and the results of their rolls. Most significantly, the DM needs to come up with interesting consequences of failure that don't end the challenge entirely (before its time to end of course).
Absolutely this.

From DMG p 74:

You describe the environment, listen to the players’ responses, let them make their skill checks, and narrate the results.​

From DMG2 p 83:

Each skill check in a challenge should accomplish one of the following goals:

Introduce a new option that the PCs can pursue, a path to success they didn't know existed;

Change the situation, such as by sending the PC's to a new location, introducing a new NPC, or adding a complication;

Grant the players a tangible consequence for the check's success or failure (as appropriate), one that influences their subsequent decisions.​

If the alarm gets sounded, then the challenge should become much more difficult and patrols of guards will be scouring the estate for the intruders.
I think this is one approach but not at all mandatory. (Maybe it depends what "more difficult" means.)

I don't think that the challenge has to become mechanically any more difficult in this sort of situation. What seems just as likely is that the players are going to change their goal - perhaps to one of "escaping alive". At least in my experience, more important than having the results of individual checks effect difficulty is having them make a difference to what is actually happening in the imagined gameworld. The players should feel that their choices, and rolls, are making things interesting in ways that otherwise wouldn't have happened.

Much like combat.
 

Interesting... Yeah, I think I would abstract the whole thing, but here's the question, if it isn't going to be abstracted to a linear series of sub-encounters, then how do you choose which area the PCs encounter next? Are there clues that give them a meaningful choice? Maybe sometimes its dependent on narrative (IE if you drive off the goblin guards then the next check is to see if you caught the witch doctor in the next room, etc. Other times it COULD be random, but that seems a bit less fun.
 

Quickleaf

Legend
Interesting... Yeah, I think I would abstract the whole thing, but here's the question, if it isn't going to be abstracted to a linear series of sub-encounters, then how do you choose which area the PCs encounter next? Are there clues that give them a meaningful choice? Maybe sometimes its dependent on narrative (IE if you drive off the goblin guards then the next check is to see if you caught the witch doctor in the next room, etc. Other times it COULD be random, but that seems a bit less fun.

I think what Tequila was asking has more to do with combats lasting a long time in 4e. So it's less a question of room layout and more a question of wanting to reserve breaking out full combat rules for the climactic fight...and then how do you handle the rest of the dungeon exploration with skill challenge rules instead of combat rules. Er, at least I *think* that's what he's asking.
 

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