Stalker's Obsidian Skill Challenge in Play...

Wik

First Post
When I initially started 4e, I didn't really "Grok" the skill challenge system, and the few times I ran it, it seemed too forced for me to be that much fun - it always devolved into die-rolling. After a very short while, we stopped using skill challenges, instead using skills as the situation warranted (ie, like earlier editions).

We liked it that way, and that was the way it stayed. Until I discovered Stalker's "Obsidian" skill challenge system.

http://www.enworld.org/forum/4e-fan...skill-challenge-system-new-version-1-2-a.html

We ran it for the first time today, with one minor change - PCs in a skill challenge can, at any time, spend an action point for a re-roll. I went over the rules a few times, explaining the particulars (there are three set rounds in the check, you get a bonus for creative use of the skill, and you can always try to aid another... but don't rely on it!).

So, the characters:

Shedin. An 8th level Dragonborn Paladin of a War Goddess (like Athena).
Kirra. An 8th level Drow Artful Dodger Rogue.
Zahar. An 8th Level Shadar-Kai (in my campaign, half-eladrin/half-drow) Bard of Valor.
Hammer. An 8th Level Minotaur Two Weapon Fighter.
Seahorse. An 8th Level Halfling Brutal Scoundrel Rogue.

So, the PCs are in the Feywild, and are asked by Cinei, a drow scout (drow are more like Unseelie Fey in my campaign world) to help rescue the princess Guineadh and Guineadh's retinue from Spriggan raiders who are taking the bodies into the Morrowmorn Hills. It's perpetual night in this part of the feywild, surrounded by abandoned Eladrin buildings.

The PCs have to hunt down the Spriggans, hoping to rescue the Drow Retinue.

In the first round, the group is moving through the forest. I inform them that the primary skills for this round are Nature and Athletics. I go around the table, asking everyone what they're doing to contribute to success this round. My numbers tell me the DC for success is 23, and the group needs to accumulate seven successes after three rounds. Naturally, I tell them they won't know their number of successes until the end of the challenge.

Shedin decides he'll use Endurance to run ahead of the group, pushing over bushes and generally helping clear the path. He gets a success on the roll. Seahorse is next, and she uses Perception to check out the tracks. She fails, but she does well enough to learn that there are some large tracks - the Spriggans have a mount of some sort, and it has big tracks! Zahar decides to try and intimidate the rest of the group into moving faster... and fails miserably (natural 1). Kirra makes an Athletics check, and gets a success. Hammer rolls a Nature check (I think), and gets a success.

The group makes way through the forest quickly in the first round, and I describe their quick flight through the forest, hearing the sounds of angry Cyclopses in the distance and Cinei's urging their forward.

After the first round of the Skill Challenge, the PCs score a total of three successes.​

Round two of the Skill Challenge involved a chasm, with a fast-flowing river at the bottom. It was a hundred feet wide, and the spriggans have obviously cut their rope bridge, cutting it at the PCs' end of the bridge by using shearing arrows.

The Players can't think of skills to use, though Shedin does make an Insight check to ascertain the usefulness of the fallen bridge, which counts as a success. Zahar also scores a success, as ghostly flies (like fireflies, but with blue light) swarm around their light sources. Zahar uses Arcana - I think, I forget the details - wondering if they might leave a trail the PCs can follow (a success). After this, though, they try to use a grappling hook to bring up the far end of the rope bridge. While they're doing this (I'm ad-hoccing at the time, figuring if they score a big roll, I'll give them a success, or if they get a good plan, but if they take too long, I'll hit them with a failure). While doing this, a few crossbow bolts ping around them - the Spriggans are on the other side of the Chasm, shooting at them!

The PCs dive for cover, with Zahar using his hand crossbow and Alchemical Items to try to spray them with acid or frost. He isn't really doing much. Hammer tries to hit the villains with his Grappling hook, and when he misses, Shedin and Kirra (who both lack suitable ranged weapons) help pull in the rope as fast as possible. Seahorse ducks behind cover.

"You guys should get some ranged weapons" I say, smirking. THey're at the mercy of two Spriggans with Repeater Crossbows.

After the third round, things get interesting. Hammer hits one of the spriggans with a critical, and the rope wraps around the creature's waist. Getting a flash of insight, I ask for Hammer to make a saving throw - he succeeds. I figure this is a flash of luck for the minotaur.

Instead of pulling the Spriggan over the edge of the Chasm, the Spriggan gets caught between two stumps, becoming an anchor! Shedin and Hammer quickly tie the rope around a boulder, and Kirra and Seahorse decide to use Athletics to climb across the rope - the water rushing down below them.

They both get about halfway through when the "Anchor" makes his save and rolls away, causing the grappling hook to slip... luckily, Kirra makes her save (though she has to spend an action point for the re-roll), so we decide the Grappling Hook catches in one of the stumps. Kirra makes it across, with Seahorse close behind, when the other archer decides to flee.

Meanwhile, Hammer climbs down the cliffside and jumps into the water, trying to get to the other side. Shedin and Zahar watch helplessly from the cliffside. (Poor Shedin didnt' get to do much this session, I'm afraid)

The remaining archer (a Spriggan Powrie) uses his hamsting attack on Kirra, knocking her prone. He then kicks her, which would knock her over the edge... and into the stumps holding the grappling hook! This is, of course, certain death. I tell her - "You can make two saves, one to see if you fall, and one to see if the grappling hook doesn't slip out... and you can choose which save applies to which". Kirra makes both saves... and she and Seahorse team up to deal unholy damage to the Powrie.

The rest of the PCs bring up the rope bridge, and make it across.

The PCs earned two successes in this encounter, and one from the encounter itself, but I decided they were slowed down enough to lose one of those successes. They have a net of five successes so far... they need two more in the final round... though of course the players don't know this!​

During round three, the PCs are moving through more underbrush, hoping to catch up with the captors. There is a strange humming in the air, and they can see more and more of these blue flies heading towards a central point.

I tell the players they can, at any point, take a +5 penalty to the DC, and if they succeed, they get two successes... but they get no successes if they fail.

Shedin tries to encourage his allies with Diplomacy, but fails. Kirra tries to use Stealth to figure out if she can "think like the enemy" and find quick ways to move through the brush - and fails. Zahar uses a skill and fail (I forget which). Ditto for Seahorse. Hammer's turn comes up (actually, he was next to last, but I can't remember who came last, but oh well). He decided to take the +5 penalty, and made an Athletics check to power through the brush, pushing allies if necessary, lifting them over hindrances... and just barely made it.

The group made all the successes, so they arrive on the Powries just as they start opening their fey gate (if they had a partial success, the gate would have been half open... if they had failed, the NPCs would be unrescuable, and the campaign would have had some repercussions).​


To summarize it all, this system was MUCH more useful for both myself and my players - we visualized the encounter very well, and I really like the idea of a combat in the middle of the skill challenge. WHile the next part of my campaign involves a long distance trek (which I very well may turn into an extended skill challenge)/dungeon crawl, I'm going to definitely use this system again for the social/political part of the Feywild mini-campaign.

The Players understood it immediately, and it was nice to see players try out innovative ways to use their best skills, and stay in character. The numbers seem to suggest that the characters will usually at least get a partial victory, which fits in with how I like to run games.

I want to try it again next week, possibly running an "invisible" skill challenge (ie, one the PCs don't even realize they're in!). It was a lot of fun, and I feel tonight was one of my better sessions in the last three or four months.

Thanks, Stalker0! And to those who haven't tried out the system yet, DO SO! It's much better than the challenge system provided in the core system.
 

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I love the Obsidian system, it works a lot better than the vanilla one. I'm also a big fan of using skill challenges for offroad travelling - for every success below the number required to succeed, the party loses a healing surge. I'd also use this for any gruelling physical activity, like climbing a rock face.
 

Glad to hear from another satisfied customer!

The common thread I hear from most people who have good success with the system is they use it as a baseline for their own creative challenges. They take the rules, but then push them in different directions for their own take on skill challenges. That seems to work very well for a lot of people.
 
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Glad to hear from another satisfied customer!

The common thread I hear from most people who have good success with the system is they use it as a baseline for their own creative challenges. They take the rules, but then push them in different directions for their own take on skill challenges. That seems to work very well for a lot of people.
Damn skippy. I've used it through all your versions, and tinkered with it; the system works wonderfully.
 

I'm sad to say that my DM has run a couple challenges using the Obsidian system... and they've been pretty much failures thus far. Not in terms of any actual issues, but rather that they've ended up very static and, well... boring, at least for us. Between primary skills and going around the table in order over several rounds, the result was pretty much everyone just repeating the obvious actions until successful. I think there is still plenty of room to take the system to interesting places (as certainly demonstrated by the original post here!), and it might just be that it isn't a good fit for our group, but I have found the normal system a little more dynamic in actually use - also a lot trickier to get right, but with a bit more potential in my own experiences.
 

I play Hammer in Wik's game, and enjoyed myself immensely in last night's game. The skill challenge certainly was fun - it works nicely for chase scenes like that.

I think the biggest factor that contributed to its success was the fact that Wik had put some time and thought into putting it together, so he could answer our questions very quickly. With easy access to information from the DM, player choices were made quickly and effectively, so we never got bogged down in details or indecision.
 

I play Hammer in Wik's game, and enjoyed myself immensely in last night's game. The skill challenge certainly was fun - it works nicely for chase scenes like that.

I think the biggest factor that contributed to its success was the fact that Wik had put some time and thought into putting it together, so he could answer our questions very quickly. With easy access to information from the DM, player choices were made quickly and effectively, so we never got bogged down in details or indecision.

Lies! All lies! :)

Here were my notes for that entire scene:

DC 23, 3 rounds. Victory 7, Partial 5-6 successes. Natural 20 or +5 DC (28) = 2 Successes.

Skill challenge across difficult terrain, nature/athletics primary (+2).
Success = Fight, 5 rounds before portal opens.
Partial = Fight, but more bad guys, 3 rounds until portal opens
Failure = Portal opened, Spriggans gone.

Round One: Move across terrain.
Round Two: Cross A River Chasm.
Round Three: Chase, Sign of Fey Circle Approaching.

And that was it. And it wasn't like there was much thought about any of it beyond those notes - the Spriggan attack on the PCs in the second round, for example, was done on a whim because Shedin was carrying a torch in the darkness, and things were bogging down.

The final fight had my stat blocks arranged, but everything else was flying by the seat of my pants. Which is how I prefer to GM, and which is why I like obsidian - it fits that style more than the planned skill challenges from the DMG.
 

I'm sad to say that my DM has run a couple challenges using the Obsidian system... and they've been pretty much failures thus far. Not in terms of any actual issues, but rather that they've ended up very static and, well... boring, at least for us. Between primary skills and going around the table in order over several rounds, the result was pretty much everyone just repeating the obvious actions until successful. I think there is still plenty of room to take the system to interesting places (as certainly demonstrated by the original post here!), and it might just be that it isn't a good fit for our group, but I have found the normal system a little more dynamic in actually use - also a lot trickier to get right, but with a bit more potential in my own experiences.

See, I find the opposite. I find it sets up a situation in the GM's head, and forces players to adhere to it. And it rewards "I aid another", turning everyone into a support group for one PC. Granted, I ran a few "skill challenges" in my campaign, but they were more like traditional skill uses than any sort of planned "challenge".

the few times I ran them, they turned into Die-Rolling fiascos. The best time I've seen them used was by Blargney here, during an Urban string of encounters, with a skill challenge in between the fights. I didn't even realize there was a skill challenge going on, until I started noticing he was consulting the DMG.

Personally, though, the "by the book" challenges always left me a bit flat, and seemed like exercises of d20. Your mileage may vary, and all that jazz.
 

I use different systems depending on the scale of the challenge.

If there's mostly one skill that's useful (like the party climbing a 300' cliff in my game last weekend), it's pretty much just making checks until the goal is reached.

If there are an array of skills usable, but the scale of the challenge isn't large enough to seem to warrant a full 3 rounds, I usually go with the basic 5 successes/3 failures from the DMG's skill challenges - and usually don't announce that one is starting. I also use Stalker0's DCs.

If the challenge has a number of stages, then I go to Obsidian and let the players know they are starting a skill challenge. I do have slight modifications to the rules as I'm sure most DMs do.

There's also a whole thread of more Skill Challenge in-play examples in this thread(the link will take you to my post in it since that was the easiest link for me to find).
 

Yeah, if it really is all about one skill, then it's not a skill challenge.

For it to be a challenge to me, the situation needs to be complex enough several (different) routes to success needs to be viable.

The WotC system with its pre-packaged skills just turns the SC into a "second-guess the DM" kind of thing. Besides, I have found that the SC system as given allows WotC to reduce role-playing scenarios into SCs, sucking them dry of all color and role-playing potential.

Also, hiding important plot points in the SC stat block is not only a bad idea, it is a very bad idea.

I really wish Obsidian was the system published in the DMG1.

Not only is it more free-form and rewarding rather than punishing, it also does not suffer from the designer horribly failing his or her math/statistics check.

Fixing things later on will have a very small impact - only the rules from PHB1/DMG1/MM1 will apply to most all supplements released.
 

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