Forked: Skill Challenges

Vyvyan Basterd

Adventurer
Raven Crowking said:
Gives me hope, VB!

Thanks! :)

Raven Crowking said:
Except, in your sblock, how can the challenge ever "end" so long as the PCs remain in the vicinity?

If you follow the link in my sig the parameters of the challenge tell you how it ends. There are conditions for it ending at 6 successes or 3 failures.

Raven Crowking said:
Too bad the GSL prevents 3pp from redifining skill challenges, eh? Again, this is a step in the right direction.

I don't think using the X successes/Y failures structure in slight variations is redifining skill challenges. WotC has published examples of just variations temselves. I think my SC is still within the spirit of the original without redefining it. But then I'm not a publisher and don't have to worry over such matters. At least until that WotC patrol comes along and takes my books away for playing wrong.
 

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For the sake of argument, I am going to branch this out into two different SC. In the first SC, the players are doing what the DMG 1 suggests -- they are picking skills and rolling dice.

This is not (unfortunately IMO) what the DMG1 suggests. They suggest picking primary skills that directly effect the success and secondary skills that indirectly effect the success or failure. They even suggest some skill uses be auto-failures (their example: Intimidating the King).

In the second SC, the players are doing what VB suggests -- they do not even know that they are in a SC.

The DMG1 isn't clear about whether a skill challenge is to be announced or not.

SC1: Either the PCs have no one to ask (as there is no one in the set-up description), or their decision to use Bluff and Streetwise "cause" someone to appear. Or they have nothing to do with the world itself, but are simply the highest stats the PC has.

One PC chooses to bound like a grasshopper. How is this relevant? Perhaps the bandits are afraid of obviously insane people. Perhaps all that bounding makes him tired, so that he rests at just the right time, so as to miss the bandits. Perhaps the nose picker sees an "omen" in the shape of his booger that tells him to go the other way.

The only reason not to use a skill is a "failure of imagination" on the part of someone.

The advice is to allow reasonable uses of skills outside of the framework of the skill challenge setup. Implicitly this is left up to that common sense we learned back in 1E.

Unless the world around the PCs, and interaction with that world, is a prime determinant, player choice is compromised. Highest stats are all that matter. This is, as I understand it, the majority of where Ariosto's complaint lies.

And it is this lack of understanding of even the initial skill challenge system that leaves people such as myself frustrated. Pointing to bad play within a skill challenge and then stating "4E skill challenges are bad!" is the equivalent to seeing each player have their character step one after another into a death trap in the tomb of horrors and claiming that "1E is bad!"

SC2: The players just think that they are asking around. The skill checks might even be made by the DM in secret.

Asking around might lead the PCs to believe that the best way is to go across the Running River and take the Other Road. Crossing the Running River might require swimming or wading across a ford. It might include other encounters. Perhaps enough people have taken this route that the bandits now have a scout along it that the players must slip by or deal with.

In this case, player choice is very important. Players are not simply given information, but must decide how to act upon it. Moreover, there is not a static DC for the skill challenge; what the players choose to do determines the various DCs, and the various numbers of checks they must make, in order to succeed.

The problem, of course, is that this is no longer a skill challenge as defined in 4e (at least not as initially defined). There is little difference between this and freeform play.

The difference is that I have prepped some of my adjudication of possible courses of action ahead of time instead of waiting until we play and doing so on the fly. Just like 1E modules that gave consequences for particular courses of action. Different styles. Some prefer prep, other work better on the fly.

Worse, the residual effect of designing skill challenges to move PCs along from one combat encounter to the next might rear its ugly head -- the poor neophyte DM cuts short the drama of the action because, along the way, the PCs have made three successful skill checks. No longer is there a need to swim/ford the river, or avoid that bandit scout.

No one can account for bad DMs. The same DM in your example could do the same thing in freeform play by deciding he's bored and not understanding dramatic pacing.

If one chooses to forgo the structure in order to fulfill the dramatic potential of events, then why is this considered a SC at all? This is, from what I can gather, the other part of Ariosto's complaint.

A scene and its dramatic potential does not have to end just because the dicy (pun intended) parts have stopped rolling.

In neither SC1 or SC2 is the result better than that from freeform play, and in both cases it may be substantially worse. The less the "skill challenge" resembles a "skill challenge", the better it is in terms of actual play.

Never said it was better than freeform play, just different. And it could be substantially worse just as easily as freeform play can be substantially worse. Just play with a DM that doesn't share your idea of common sense when a 1E module leaves all plan outcomes up to common sense. Very frustrating. I agree with the last statement above. Players who know that a skill challenge is taking place are akin to Dorothy seeing the old man behind the curtain.

Where, then, is the benefit of the mechanic?

It gives DMs who wish to be prepared and have structure to have a framework to hang upon. It gives a structure to rewarding players for good play outside of combat. It formalizes the idea for a new DM that D&D is not just a combat miniatures game.

This leads us to another observation: The best skill challenges are not resolved as skill challenges.

In the case of SC2, the mechanic should be there only as a "hand holding" measure to guide the DM and players back into freeform play once they've become stuck. Unfortunately, AFICT, this is not how the mechanic is presented (although I would be happy to hear otherwise).

It is still a resolution system. There is an end to my skill challenge, just not an end before other encounters begin. The mechanic is presented this way through example via WotC published adventures. The inspiration for mine cam from Demon Queen's Enclave.

It is certainly not how this supposed "holy grail" of game mechanics is seen described here on EN World.

"Holy grail" would infer that it is the best mechanic to use. It is just a tool that can be used to good or ill effect. Other methods are just as effective and may be more desirable to one's personal preferences. Maybe whoever else is giving you this hype and the holy grail has soured your mind to hearing more about good uses of skill challenges. But I see a great potential in their use and will continue to advocate for their use in fun ways.

Ideally, any form of complex skill check should map in a way similar to combat; failures make overall success more difficult, successes make the overall task less difficult. Decisions that the players make now should lead directly into how difficult subesquent checks are, and the result of each success and/or failure should change the situation.

The DM must consider how each skill attempt, no matter its outcome, will affect the situation as a whole. And, to make the whole seem like more than just an exercise in die rolling to get from point A to point B, the DM must include the means for the players to discover that their actions have larger consequences.

Agree. This is the kind of thought I'm trying to improve upon when building a skill challenge.

Skill Challenges, as presented, are a step toward integrating skill checks into complex interactions with the game milieu. They are a step towards complex skill use in freeform play.

However, they are not there yet. They have a long way to go.

And dismissing their value in infancy is no way to up their potential. That's why I keep advocating for better use of SCs.
 

The main problem with the Skill Challenge system is that there's only one thing to do - try to get successes. Combat is more interesting because there's more to do. Not just powers, but you can gain advantageous position, use powers that inflict conditions onto your foes, bring in new allies with summonings, make your allies more powerful, etc.

Maybe adding some things like this in the mix would make the process more interesting.

- Use a skill to reduce the number of successes needed. This has a higher DC, but failure does not count against the total.
- Help another PC with their skill check
- Lower the DC of a skill check
- Discover what skills are useful or are automatic failures

Of course, all of these would need to be relevent to the action in question.
 

For the sake of argument, I am going to branch this out into two different SC. In the first SC, the players are doing what the DMG 1 suggests -- they are picking skills and rolling dice.

That's not really an accurate reflection of what the DMG1 is suggesting. It does say to let the PC use whatever skill they want but includes the caveat "As long as the player or you can come up with a way to let this secondary skill play a part in the challenge, go for it." Some skills simply won't have a part to play and won't contribute to the success or failure of the skill challenge. It's not simply using the highest stat the PC has.

SC1: Either the PCs have no one to ask (as there is no one in the set-up description), or their decision to use Bluff and Streetwise "cause" someone to appear. Or they have nothing to do with the world itself, but are simply the highest stats the PC has.

Or they go find someone to talk to. It's not like the skill challenge must be dealt with all in a short span of time. They can extend over long periods.

The only reason not to use a skill is a "failure of imagination" on the part of someone.

No, the only reason not to consider other skills for use in the skill challenge, if the player can come up with a good rationale for using it or find a good way to work it in (just like we would with free-form), is a failure of imagination or a stubborn refusal to let the PC's choices matter. Not allowing a skill application that is fairly clearly useless is not a failure of imagination.

Where, then, is the benefit of the mechanic?

When providing the example used in the initial thread, thinking about the skill challenge mechanic got me to open up the PH, look at the skills in it, and come up with plausible ways for them to be used to determine what route may be bandit free. And by noticing Streetwise and Bluff, I thought of the network of people that typically surrounds bandit groups and how that's a way to get info both about and to the bandits given the right conditions.

There are certainly problems with how skill challenges were initially presented, but they still serve as a pretty good mnemonic device for analyzing how defined skills can be used to solve challenges.

In SC1, you can say "No" to any skill (and saying No to Streetwise and Bluff makes just as much sense as saying No to Acrobatics and Perception). It is entirely arbitrary. Ultimately, this is DM Fiat thinly disguised as something else. Which is why you and VB cannot agree what skills should qualify.

But it doesn't have to be arbitrary at all. In some locations, using Streetwise and Bluff simply wouldn't work. White Plume Mountain, for example, is much more remote than Castle Greyhawk with far less traffic and far fewer locals. Neither of those skills makes as much sense in those situations.
But it is true there's a certain amount of leeway for the art of DMing. Not everyone has the same take on what the skill challenge should encompass as a task, as a result, or what should contribute to it. A deciding factor, once the skill challenge is defined in the DM's mind, is the reasonability of PC actions toward achieving it and whether or not those actions are successfully executed.
 

Maybe adding some things like this in the mix would make the process more interesting.

- Use a skill to reduce the number of successes needed. This has a higher DC, but failure does not count against the total.
- Help another PC with their skill check
- Lower the DC of a skill check
- Discover what skills are useful or are automatic failures

Of course, all of these would need to be relevent to the action in question.
That's a really good observation. I've been doing several of those and give them a big thumbs up.
 

The main problem with the Skill Challenge system is that there's only one thing to do - try to get successes. Combat is more interesting because there's more to do. Not just powers, but you can gain advantageous position, use powers that inflict conditions onto your foes, bring in new allies with summonings, make your allies more powerful, etc.

Maybe adding some things like this in the mix would make the process more interesting.

- Use a skill to reduce the number of successes needed. This has a higher DC, but failure does not count against the total.
- Help another PC with their skill check
- Lower the DC of a skill check
- Discover what skills are useful or are automatic failures

Of course, all of these would need to be relevent to the action in question.

I have noticed almost (if not) all of these things in published skill challenges so far. War of the Burning Sky for one, as well as some WotC products...sorry I can't remember any more specifically, but I have leafed through a lot of adventures.
 

That's a really good observation. I've been doing several of those and give them a big thumbs up.

PC,

I've been reading some of your skill challenges lately and I like them alot. I think one thing that you do, that maybe 90% of people out there don't do (me included) is make them interactive and this is key to making them feel more real and evocative.

The traditional SC is pretty much roll dice, did the player get a success or a failure. In this, there is only one thing happening - the players are the ONLY ones having an effect on the challenge. Sure, the DM roleplays what happens but thats about it. Compare this to combat and you will see that combat allows an interaction from both sides, the players attack, the bad guy attacks, on and on. Tactics are altered by both sides until someone gets the upper hand and eventually wins. Its that struggle for control of the situation that the standard SC misses. it's too one sided and I think is what makes them often lacking.

What you do PC, is add some mechanics to layer on top of the standard success/failure mechanic and apply it to the situation. Then on top of that you allow the antagonist, if there is one, to be a part of it with his own checks or actions and this directly affects what the PC can do or more importantly want to do round to round. This is far more interactive and is something I am now conscious about in SC designs.
 

Bookmarked.

I will grant, a priori, that it is a long time since I've looked at the DMG 1.

Simple question:

What, IYHOs, are the benefits of the SC mechanic over freeform resolution?


RC
 

But it doesn't have to be arbitrary at all.

But it is true there's a certain amount of leeway for the art of DMing. Not everyone has the same take on what the skill challenge should encompass as a task, as a result, or what should contribute to it. A deciding factor, once the skill challenge is defined in the DM's mind, is the reasonability of PC actions toward achieving it and whether or not those actions are successfully executed.

Once we get past the false meme that SCs somehow remove arbitrariness or DM Fiat, we can examine them more accurately.

Unless the parameters in which X applies are rigorously predetermined (as 3e seemed to attempt) there is always arbitrariness as to when X applies. The agency of that arbitrariness is called "DM Fiat". When the DM says X does not apply, it is always possible to claim that the decision is a "failure of imagination" on the part of the DM.

A published SC can deflect some arbitrariness from the DM to the author, but even if the DM chooses to follow the SC as written, that decision is still arbitrary.

Moreover, in a game where any limitations on abilities like CaGI based upon "common sense" or "realism" are taken as a "failure of imagination" on the part of the DM, isn't it inconsistent (and perhaps damaging to "balance") to treat skills differently? What happened to balance being defined as everyone having an equal contribution in all situations?


RC
 

Bookmarked.

I will grant, a priori, that it is a long time since I've looked at the DMG 1.

Simple question:

What, IYHOs, are the benefits of the SC mechanic over freeform resolution?


RC
On a very basic level, it tracks progress in achieving a goal.

Free-Form always has the risk of being "too" free - there is no clear goal, and there is no way to get how far the group has proceeded.
In a challenge, each check requires a narrative or reason to be made, so you automatically have to come up with obstacles to resolve it. What does a Diplomacy check represent in this challenge? What does an Athletics check do? How could this advance the scene?

Even with a very open-ended challenge this can help - you just set the number of successes you want and then you react to the player's ideas and ask for checks as needed. Once there were enough succesful checks (or enough failures) you know you can determine the conclusion.

From the player side of things:
Another advantage can be - though I think the bareform skill challenges aren't there yet, at least not at a level of depth satisfying to me - is to enter a "gaming" element. Something where you have to think about "tactically". Which check should I go for? How can I use my skills to best effect?
Special mechanics to modify the mechanic like those mentioned by Madmann or Piratecat can greatly enrich this aspect.
 

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