Pbartender
First Post
In this case: what happens when the players rack up 3 failures?
Successes and failures are reset to 0 and they start the challenge over from the beginning, much like many published challenges involving wilderness travel.
In this case: what happens when the players rack up 3 failures?
Successes and failures are reset to 0 and they start the challenge over from the beginning, much like many published challenges involving wilderness travel.
The problem with skill challenges is that everyone wants to use them for everything.
Alternately, to make it more interesting, draw up a map for the room, assign acrobatics DCs to move quickly on the bridge fragments, athletics DCs for swinging on chains, and then stage a combat in there.
Wow... seriously? Doesn't that defeat the major benefit of a skill challenge over "just roll some skill checks" ie - there's a limited amount of skill rolling before the thing is guaranteed to be over?
It might make sense, but IMO it doesn't seem like it would be a lot of fun.Nope... There's a lot of examples of open-ended skill challenges out there now. In this situation, it can even make sense: Keep trying until you succeed or until you die by slipping and falling into the boiling hot mud.
And this just seems to me like another way of saying "don't run it as a Skill Challenge".In fact, in this challenge, I wouldn't even bother keeping track of failures... Hit point loss (and possible death) is failure enough. Let the players keep trying until they succeed, or until they lose enough hit points to convince them to give up.
Skill challenges seem (to me) meant to expand on what would be otherwise be a single skill check because a single skill check isn't much fun.
They also seem to be intended to avoid simply rolling until you make it (and in the above example, with the players I'm used to dealing with, they would try until they got low-ish on hps, and then take an extended rest before restarting the cycle...), limiting you to a certain number of checks; again because it's supposed to be more fun that way. Where they succeed or fail is in making the tactical choices within those checks fun / interesting / meaningful. Personally I don't think that this encounter manages that, at least as written. Both the choices and the consequences are simply too limited for my tastes.
I think you're right - and unfortunately it kind of bugs me. I really like what Skill Challenges seem to have to offer, but a lot of the suggestions that seem to "click" best for me boil down to "Run something that isn't a Skill Challenge". What you've described is pretty much how I would have expected to see the room handled in 3e: a series of individual skill checks with separate pass & fail results for each...But my underlying point is that one need not be slavishly devoted to the basic structure of a skill challenge. It's the variations on the theme that keep it interesting.
To each his own, but I've played through three such encounters in 4e, and numerous in 3e, and I've not usually found them much fun. What's usually missing is tension, well that and "take some damage" isn't much fun as a consequence (although here you run up against "Why kill characters if character death isn't fun?" ~ "Because the whole game is less fun if characters can never die.").People really underestimate the usefulness of running "combat" encounters that only feature traps and hazards
To each his own, but I've played through three such encounters in 4e, and numerous in 3e, and I've not usually found them much fun.
What's usually missing is tension, well that and "take some damage" isn't much fun as a consequence... ...You're supposed to be able to create a failure result that's still fun; ideally the players shouldn't particularly care OOCly if the characters succeed or fail - the story is cool either way. But D&D rarely works that way, the wish-fulfillment is usually a vital part of the fun. BUT - triumphing over adversity is usually more fun than simply blowing though tissue-paper obstacles...
So what I think this kind of encounter needs is 1) some kind of pressure forcing the players onward, and 2) an "out" where the PCs don't get dropped straight into the lava or die via hp attrition... Actually, I think the entire opening sequence of Raiders of the Lost Ark is a great prototype for a fun (and failed) Skill Challenge...
(Ah, sorry, I think I've drifted way off topic... =/ )
Manmade stone platform opens out to lake of boiling mud; two geysers of boiling mud pop every few seconds. Southeast across the chamber, 50 feet away, is another stone platform, and a wooden door. Suspended across the room from the ceiling 35 feet up are a set of immense iron chains, with a wooden disk stapled to each one by a metal ring. All of it looks slippery. Every 30 seconds (5 rounds), geyser A erupts, stretching to the ceiling; every 20 seconds, geyser B erupts. The two platforms closest to the geysers are coated in boiling mud when this happens, and PCs on them must make a saving throw or be coated in boiling mud, taking 1d10 points of fire damage.
PCs wanting to move from disc to disc must make an Acrobatics OR Athletics check (DC 15) to jump or time a swing from chain to chain. If they wait 1 round, they can get a +2 to the check for each round they wait, to a max of +6. If they fail, they don’t make the jump, clinging to current chain for dear life. If they fail by more than 5, they must make a saving throw or fall into the mud below. They take 1d10 fire damage per round until rescued. If they can get at least one across safely, they can string some ropes to make it easier to cross.