Harr said:So then... Challenge: Ship runs into a ferocious elemental-water storm. Can the party help, direct, inspire, bluff and intimidate their crew into pulling out of it alright? Or will the ship capsize and dump them all out to find themselves alone and half-drowned on the beaches of Treasure Island? We'll see next week.. thanks for the idea!
Harr said:The way I explained this is that where before we had two 'game modes' - Exploration and Combat - We now have three, Exploration, Combat, and Challenge.
The whole 'Challenge time!' could seem weird, but is it really all that different from 'Roll initiative!'? They are game modes, each 'mode' tells players what to focus on. Exploration is walking around looking at stuff, very few dice rolls if any, Combat is combat obviously, and Challenge is the rolling of skills to solve a speficic problem or situation.
xechnao said:Yes, but you do not resolve combat by making multiple rolls and hoping to achieve x successes before y failures. You just roll once each time/round: each roll is different-for a different task. And things among your task resolutions may change.
In 4e skill checks things do not change: you either escape the guards or you do not. Yes, you may critically succeed or fail but you still need only one roll to check it out.
Natural 1's and 20's have no special significance on skill checks (only on hit rolls and saving throws).Andur said:To the OP, why, because it makes it less swingy. Nothing sucks more than having 20+ ranks in a skill and rolling a 1. Too bad you fail. Likewise you can make an atomic bomb if you roll a 20 on a Int check for engineering...
I think easy should be low risk low return and hard should be high risk high return. I would not penalize so badly for failure of an easy check; the consequences should not be so dire else why try easy in the first place?Benimoto said:Either a failure on an easy check gives everyone a -2 to all future checks, and a success on a hard check gives +2.
I think the interesting part is that you can use the basic framework in many ways.Magus Coeruleus said:Yeah, I would never tell the players it's "challenge time" or ask them to set the difficulty. I would make it as seamless as possible for them, with the mechanics of it secretly in my head, tracking successes and failures, determining which ones actually count toward the thresholds and which are irrelevant, and what difficulty each action qualifies for, telling them none of these metagame values. I would rather encourage players to explain what exactly they want their PCs to do and why than to let them just pick low/med/high diving board. If they know the easy/med/hard distinction and want to take a smaller/larger gamble then it's up to THEM to roleplay and explain an action that reasonably qualifies as relevant to the challenge and either easy or hard. If they can't think of something that would be higher risk AND higher return as a result of that increased risk, then hard DC is not an option; likewise if they feel cautious but can't think of something that is low risk but still marginally helpful then they get stuck with a med/hard DC all the same.
I think easy should be low risk low return and hard should be high risk high return. I would not penalize so badly for failure of an easy check; the consequences should not be so dire else why try easy in the first place?
Agreed. I certainly wouldn't fault a system that gives you the option to make it transparent, and I mean no disrespect to who make that choice. My preference for DMing and I suspect playing, though, is to keep the system as hidden as is practical, and use narrative rather than metagame speech to preserve immersion. It's a credit to the system if it can work either way. Incidentally, I'm not a hypernarrativist or whatever you would call it. In combat, I think the system is too fine-grained to practically keep it all narrative (I mean, what can you say that conveys a number of hit points without referring to a number?). The skill challenge sounds quite doable in narrative mode, however.Mustrum_Ridcully said:I think the interesting part is that you can use the basic framework in many ways.
You can go "Total Gambling" and have the players set the difficulty values, and even tell them their number of successes and failures.
You can hide the whole system, and think of every or most possibly skill uses ahead and build them into your adventure. If the players find enough of the options, and succeed or failed at enough of them, you will give them their resolution of the challenge.
Or you do something in between.