VannATLC said:Um.. What?
Seriously, much of your arguments, while well worded, concise, and apparently valid, seem to fall down
...in that I fail to see how it is an argument against the rules, as opposed to an argument against a given DM's capability.
It is a DM's choice to break causality in such a fashion.
In the above scenario, the players could walk on, nothing would happen, and the dryad would eventually die when the corpse was triggered by natural action.
Celebrim said:/snip]
Yes, but that isn't exactly what I'm talking about. Situations like that are fairly easily covered as '6/4, failure to accumulate 6 success after 24 hours (or whatever unit of time) consitutes failure in the challenge.' That's not a big problem. Let me give a couple of examples of what I consider problems:
1) The character uses Perception to note the wound sowed up. He then immediately proposes to use his Heal to perform a careful autoposy on the wound, and then follows up this with an immediate proposition to use Thievery to carefully remove the device without damaging it. All of these are successful, but we now have only 3 successes accumulated. Per the rules, the device isn't disarmed and the challenge isn't over, but we are now physically further along in the process as we were in the scenario where by this point the party could not fail the challenge. Does the DM demand three more successes per the rules, or does he decide to wave the remaining three challenges per his common sense? If the latter, what did he need the rules for in the first place?
2) The party is confused but cautious. They make four knowledge and insight checks to try to figure out what is going on before getting closer to the body. But do to some bad luck, these checks are all unsuccessful. At this point, per the rules the challenge is a failure and the trap should 'spontaneously' go off (or some event should happen or be invented to cause it to go off, which is fundamentally the same thing). Yet, at this point less time has transpired than in the described scenario where they reached the point where nothing they could do would fail.
3) Same thing, the party is confused but cautious, only this time they have a string of good luck and accumulate 6 insight/knowledge successes before every coming closer to the body or the three. At this point, per the rules, nothing they can do would cause them to fail - no matter how inept or incompotent they might be at skills to actually disarm the device. At this point they've done nothing to actually remedy the situation and the actual physical act of removing the device has yet to be accomploshed, yet they are farther along to success than someone who may have actually done so. Per the rules as described, what should happen if the party just leaves at this point? Per the rules, haven't they disarmed the device? Is the intent to do something the same as doing it?
4) Suppose the first proposition of the party is something utterly inappropriate, like 'I go and chop down the body with my battle axe.' This action would certainly at some point set the device off, and yet when offered in the first place is it impossible for this proposition to catastrophically fail? Does the universe inevitably intervene to prevent the character from doing something which would invalidate the challenge? If it would, would it also do the same thing if the players intent was to cause the challenge to fail?
As you can see, with the 6/4 constraint added to the situation, causality becomes hazy and conditional in a way that has nothing to do with DM ineptness. This is easily seen because if we remove the 6/4 constraint and remove the 'skill challenge' context, we never find ourselves in a situation where 'successful proposition A' doesn't lead 'logical consequence B' and the DM doesn't have to invent 'run time' exception handling or retroactive events to explain the consequences of success or failure.
Please keep in mind that I'm not saying that the DM can't successfully invent explanations, nor am I saying that it is impossible to adhere to the rules and also provide a logical framework.
Celebrim said:See, now that is what provokes me to say, "Um... what?" If it is apparantly valid to you, then it can't also seem to you to fall down. Seeming to 'fall down' implies that to you the argument is apparantly invalid.
This is valid. And curious. I am thinking about it, but under your example, nobody has actually dealt with the device yet.. but I get where you are coming from. Under this set of circumstances, based on what we currently know, I'd be assigning 2 checks for some of those actions, as an 'easy' check.Celebrim said:Yes, but that isn't exactly what I'm talking about. Situations like that are fairly easily covered as '6/4, failure to accumulate 6 success after 24 hours (or whatever unit of time) consitutes failure in the challenge.' That's not a big problem. Let me give a couple of examples of what I consider problems:
1) The character uses Perception to note the wound sowed up. He then immediately proposes to use his Heal to perform a careful autoposy on the wound, and then follows up this with an immediate proposition to use Thievery to carefully remove the device without damaging it. All of these are successful, but we now have only 3 successes accumulated. Per the rules, the device isn't disarmed and the challenge isn't over, but we are now physically further along in the process as we were in the scenario where by this point the party could not fail the challenge. Does the DM demand three more successes per the rules, or does he decide to wave the remaining three challenges per his common sense? If the latter, what did he need the rules for in the first place?
Celebrim said:2) The party is confused but cautious. They make four knowledge and insight checks to try to figure out what is going on before getting closer to the body. But do to some bad luck, these checks are all unsuccessful. At this point, per the rules the challenge is a failure and the trap should 'spontaneously' go off (or some event should happen or be invented to cause it to go off, which is fundamentally the same thing). Yet, at this point less time has transpired than in the described scenario where they reached the point where nothing they could do would fail.
I cannot remember where, unfortunately, but I recall somebody with a WoTC marker indicating that not all successess are necessarily successes, if they are not withing the DM-decided idea of appropriate actions. This extrapolates to failures, as above.Celebrim said:3) Same thing, the party is confused but cautious, only this time they have a string of good luck and accumulate 6 insight/knowledge successes before every coming closer to the body or the tree. At this point, per the rules, nothing they can do would cause them to fail - no matter how inept or incompotent they might be at skills to actually disarm the device. At this point they've done nothing to actually remedy the situation and the actual physical act of removing the device has yet to be accomploshed, yet they are farther along to success than someone who may have actually done so. Per the rules as described, what should happen if the party just leaves at this point? Per the rules, haven't they disarmed the device? Is the intent to do something the same as doing it?
Celebrim said:4) Suppose the first proposition of the party is something utterly inappropriate, like 'I go and chop down the body with my battle axe.' This action would certainly at some point set the device off, and yet when offered in the first place is it impossible for this proposition to catastrophically fail? Does the universe inevitably intervene to prevent the character from doing something which would invalidate the challenge? If it would, would it also do the same thing if the players intent was to cause the challenge to fail?
And I still disagree. Nothing I've suggested as a method to overcome your objections breaks causality. There is a larger requirement for a DM to think of their feet, and examine their challenges with a finer eye.Celebrim said:As you can see, with the 6/4 constraint added to the situation, causality becomes hazy and conditional in a way that has nothing to do with DM ineptness.
Celebrim said:This is easily seen because if we remove the 6/4 constraint and remove the 'skill challenge' context, we never find ourselves in a situation where 'successful proposition A' doesn't lead 'logical consequence B' and the DM doesn't have to invent 'run time' exception handling or retroactive events to explain the consequences of success or failure.
Please keep in mind that I'm not saying that the DM can't successfully invent explanations, nor am I saying that it is impossible to adhere to the rules and also provide a logical framework.
Hussar said:Of course he would require three more successes. You still haven't disarmed the ENCOUNTER. A further three failures would see the dryad attack, for example. Depending on how much poking and prodding the PC's do, it could still set off the trap.
But, in the end, Celebrim, the problem is that you have artificially narrowed the challenge to exclude all the actors.
There is the trap AND the dryad and they are both included in the skill challenge. There is no one right way to solve the skill challenge and there can be any number of possible resolutions that range from catastrophic failure to perfect success.
I can really see this shift requiring a lot of reevaluation of how we DM because D&D has never been presented in this way before.
This was a fault with the DM's description. If the trap is the only element in the scene, and it takes 6 successes to overcome it, then obviously the result of the third success shouldn't be "the scene is effectively over".Celebrim said:1) The character uses Perception to note the wound sowed up. He then immediately proposes to use his Heal to perform a careful autoposy on the wound, and then follows up this with an immediate proposition to use Thievery to carefully remove the device without damaging it. All of these are successful, but we now have only 3 successes accumulated. Per the rules, the device isn't disarmed and the challenge isn't over, but we are now physically further along in the process as we were in the scenario where by this point the party could not fail the challenge. Does the DM demand three more successes per the rules, or does he decide to wave the remaining three challenges per his common sense? If the latter, what did he need the rules for in the first place?
Well, for a start, each failed insight check should be described in some way as making things worse. Giving radically wrong information, and the like.2) The party is confused but cautious. They make four knowledge and insight checks to try to figure out what is going on before getting closer to the body. But do to some bad luck, these checks are all unsuccessful. At this point, per the rules the challenge is a failure and the trap should 'spontaneously' go off (or some event should happen or be invented to cause it to go off, which is fundamentally the same thing). Yet, at this point less time has transpired than in the described scenario where they reached the point where nothing they could do would fail.
Again - each check should be having some impact. If you can't think up an impact that the check should be having, then it's probably not an appropriate check. Under 3e there's a similar limit (ie - how much info has the DM prepared). Chances are most DMs do this anyway - there's info available, and the first few decent rolls on slightly appropriate knowledge checks get anything that might help.3) Same thing, the party is confused but cautious, only this time they have a string of good luck and accumulate 6 insight/knowledge successes before every coming closer to the body or the three. At this point, per the rules, nothing they can do would cause them to fail - no matter how inept or incompotent they might be at skills to actually disarm the device. At this point they've done nothing to actually remedy the situation and the actual physical act of removing the device has yet to be accomploshed, yet they are farther along to success than someone who may have actually done so. Per the rules as described, what should happen if the party just leaves at this point? Per the rules, haven't they disarmed the device? Is the intent to do something the same as doing it?
The action counts against a failure. The body falls and starts leaking gas. One or more characters pass out within the gas cloud. Con checks allow other characters to hold their breath and rescue them.4) Suppose the first proposition of the party is something utterly inappropriate, like 'I go and chop down the body with my battle axe.' This action would certainly at some point set the device off, and yet when offered in the first place is it impossible for this proposition to catastrophically fail? Does the universe inevitably intervene to prevent the character from doing something which would invalidate the challenge? If it would, would it also do the same thing if the players intent was to cause the challenge to fail?
VannATLC said:Yes it can. That's what 'apparently' means.
See below. As per successes, so with Failures. Also being aware we are discussing, in absolutes, a system we haven't seen most of yet.
I cannot remember where, unfortunately, but I recall somebody with a WoTC marker indicating that not all successess are necessarily successes, if they are not withing the DM-decided idea of appropriate actions. This extrapolates to failures, as above.
Celebrim said:Yes, but comments of this sort yet again raises the question, [if what propositions advance the counters is up to DM fiat] what does the skill challenge mechanic give me that I wouldn't have without it? Is it only to remind DM's and player's that different skills could contribute to the resolution of problems?
This was a fault with the DM's description. If the trap is the only element in the scene, and it takes 6 successes to overcome it, then obviously the result of the third success shouldn't be "the scene is effectively over".
Which, apart from anything else, it's not. At the end of your described scenario, your players are holding a dangerous, still armed device.
Well, for a start, each failed insight check should be described in some way as making things worse. Giving radically wrong information, and the like.
If you can't imagine a way that that could happen, then perhaps that skill check should be ignored for the purposes of the challenge.