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Skill Challenges: Please stop

SageMinerve

Explorer
Skill challenges are just a structure to guide the players's skill rolls.

If you're dead against skill challenges while roleplaying, by that same token you'd be deasdset against skills, period. Are you getting rid of them also?

And Storminator mentionned using skill challenges to sim dungeon crawls.

YES !!!!!!!!

That is, in my mind, the single best benefit. Me and my players hate dungeon crawls, and skill challenges allows us to quickly get the crawling out of the way and get to the interesting encounters.
 

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Raven Crowking

First Post
Skill challenges are just a structure to guide the players's skill rolls.

If you're dead against skill challenges while roleplaying, by that same token you'd be deasdset against skills, period.


I disagree with both of these premises.

(1) The creation of a skill challenge (esp. when created as part of an adventure, rather than on the fly) implies a decision ahead of time as to how the encounter will be approached.

The existence of skills does not. In fact, an rpg with skill rules, combat rules, etc., that does not require the GM to pre-structure what can/will happen, implies the opposite -- that an encounter can be approached in many ways.

Of course, I find the combat set-ups in 4e modules to be equally rigid.

(2) There are many potential structures wherein one can use skills; disliking one does not mean that one dislikes skills. That is akin to saying that if one dislikes the Holmes Basic combat rules ("just a structure to guide the players's combat rolls.") that one dislikes all combat rules.

In general, I think the 4e ruleset is helpful for narrativist playstyles, and the antithesis of weal to more simulationist playstyles.

YMMV.


RC
 

Riastlin

First Post
@OP: I understand you dislike skill challenges, which is perfectly fine with me. However, my response would simply be "so don't use them in your game". Suggesting that nobody should use them is a bit silly in my mind.

@Karin'sDad: I may be mistaken in this, since I don't have my books in front me, but I believe it was only in DMG1 that they specifically stated every player had to participate in the SC. I believe that the subsequent updates have made it so that not everyone has to participate. In other words, sometimes the best thing that the dumb barbarian can do is to keep his mouth shut. I believe that the current rules recognize this, and even if they don't, as a DM I would certainly not require active participation in most (if not all) situations.

As for Skill Challenges and skill checks in general, I do think they are a good thing if done right. Here's why I think in the roleplay-oriented social encounter there should be skill checks involved: I'm a lawyer in real life and am in the courtroom nearly every day. As a result, I am pretty good when it comes to public speaking and thinking on my feet. Now, if in my games where I am a player, the DM determines all social interactions purely on the quality of the roleplay (which is highly subjective btw), unless my character had a need for Cha for his attacks (say a Sorc, Warlock, Pally or Bard, etc.) then there would be absolutely no need for me to boost Cha or to train Diplomacy/Bluff/etc. After all, I'm pretty good when it comes to speaking because I have to do it every day. What's more, I can now take those resources that I might have used for Diplomacy, Cha, etc. and instead invest them in other attributes and skills. Finally, the other members of my party can do the same since they know that a) it won't help them anyway (sure they might roll a nat 20 on diplomacy but if they can't verbalize it they still fail under the subjective system) and b) I already have the social "skills" covered. As a result, we as a group, are now going to be a lot better at the other skills since we have that many more resources to invest in them. To me, I would say that this system is far more munchkiny than using actual skill checks would be. The party of 8 Cha orcs is suddenly the equivalent of world class shakespearian actors because we are subjectively good at roleplaying in real life.

Now, all of this being said, I think the biggest problem with most skill challenges is that we (as DMs) try to force skill challenges onto situations that are really just a simple skill check or two. If, for instance, there are only two skills associated with a skill challenge, it really shouldn't be a skill challenge. Just make a couple of skill checks and move on.
 
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Well, ignoring your alarmist tone and hyperbole, yes. I've seen many cases of socially inept players blossom under the opportunity to roleplay. Please add the apparent decline of this benefit of roleplaying to the list of arguments against skill challenges.

I agree. I also force people to roleplay out their combat swings, and do a bunch of situps to make an endurance check. Its ROLE play, not ROLL play people. Sheesh.
 

the Jester

Legend
In sum: Skill challenges are a crutch. Stop trying to add rules to something that doesn't need rules. Just play!

Well, nobody's holding a gun to your head. Don't like them? Then don't use them. But just because you, or the dms you've played under, haven't managed to make or run a good skill challenge doesn't mean it cannot be done. Skill challenges, used well, are an awesome addition to the game, a formalization of stuff we've been doing for decades; and, especially if the dm stretches the skill challenge format, they can add a ton to the game.

I understand that a lot of people don't like them... just as a lot of people don't like psionics. And just like psionics, it's easier to simply leave them out of your game than to ask everyone that would like to use them to make up rules for them wholecloth.
 

Raven Crowking

First Post
I agree. I also force people to roleplay out their combat swings, and do a bunch of situps to make an endurance check. Its ROLE play, not ROLL play people. Sheesh.

I disagree. Players should simply have a Tactics skill, rolling X successes before Y failures in order to defeat a monster or group of monsters. Pick the values of X, Y, and the DC of the roll based on the challenge you wish to represent.

In no case should the player have to determine what tactics or powers to use. I mean, am I supposed to be as tactically brilliant as my 15th level fighter? I think not!



RC
 

Dausuul

Legend
"I am opposed to a system in which a socially inept person has no way to play a charismatic character!"
"I am opposed to a system in which all social interaction is resolved by rolling dice with no actual roleplaying!"

I'm opposed to both of those things. And you know what? Since D&D started using social skill mechanics, I've hardly ever seen either one.

In my experience, the way it usually works is that players roleplay what they're saying and doing, and then the DM runs their statements through a sort of mental "voice filter" based on the outcome of a social skill check. If the basic proposal is reasonable and the Diplomacy check is good, the PC is assumed to have made the proposal in a charming and convincing way, even if the player stumbled over every other word. If the basic proposal is unreasonable, it takes a really stunning Diplomacy check to pull it off, no matter how suave the player is.

The system is, of course, not foolproof; DMs are not immune to persuasion and a persuasive player will always have an advantage as a result. But hey--welcome to life. Persuasive players are going to do better at social interaction, just as tactically savvy players do better at combat.

Tying all this back to skill challenges... the skill challenge is a good framework for building a social or exploration encounter. The problem is that it's presented (at least, in the original 4E DMG) as a complete system, where in fact it's only a skeleton. DMs who go in expecting the same kind of support from the skill challenge rules that they get from the combat rules are going to be sorely disappointed, and so are their players.

4E's skill challenges are a lot like like Classic D&D's combats. If you stay strictly within the scope of the written rules, they're the most boring thing ever. If you use the rules as a jumping-off point and build on that, they can be awesome.
 
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Barastrondo

First Post
Structure is structure. The structure of a skill challenge strikes me as generally equivalent to the structure of, say, rolling a random encounter from one of 1e's many tables and then sticking with it, no matter how off-kilter it might seem at the time, or of a self-chosen structure like "Each one of my council of villains is going to be secretly patterned after a heavy metal song." Some people flourish with a little structure; others don't. It's no real big thing.

Flawed as many of the published sample challenges may be, I highly approve of the fundamental idea behind them: that if combat is one of the things that engages everyone at the table at once, why can't certain non-combat situations be designed so that everyone contributes and is an active participant? Of course, you can't mandate that sort of thing with rules -- the only way for it to really work is by understanding the specific people at the table and engaging them accordingly -- but I highly respect the attempt to provide ways to get DMs to at least think about it.
 

the Jester

Legend
When I and some other DMs use skill challenges, we have the skills we think would be primaries picked out, as well as secondaries. We don't tell the players they are in a challenge, we just roleplay the scenes. If a player does something roll worthy, I tell them to roll and make note of the result. If a secondary or non listed skill is used in some form of awesome that makes sense, I will treat it as a primary.

I also like skill challenges to be larger than a single encounter, with maybe a battle in the middle, and certain features of the battle affecting the skill challenge. Example, evacuating prisoners before concluding a battle would count as a success, not doing so would not be a failure. Allowing a prisoner to be killed during battle would count as a failure.

Yes. I have had skill challenges that stretched over three sessions, because the party is doing other stuff at the same time. I have had skill challenges in the middle of a combat, skill challenges the party abandoned without succeeding or failing out, multiple different skill challenges at the same time, etc.

I disagree with both of these premises.

(1) The creation of a skill challenge (esp. when created as part of an adventure, rather than on the fly) implies a decision ahead of time as to how the encounter will be approached.

In a poor skill challenge, this may be true, but a good skill challenge might read something like this (spoiler blocked on the off chance one of my current players takes a look at this thread, as they spent part of last session with it and aren't done yet):

[sblock] The pcs should be able to hire a boat to take them out on White Lake for a couple of gold pieces, but the island itself is cloaked by a combination of illusions and weather magic (cloaking it in fog). In order to find it, the pcs must defeat this magic by completing a skill challenge.

RUNNING THE SKILL CHALLENGE

Finding the island is a level 11, complexity 3 skill challenge. To successfully complete it, the pcs must achieve 8 successes before 3 failures. Once the pcs get close (after they have achieved 5 successes), see Complications, below.

Since a combination of illusion and weather hide it, the pcs' possible approaches to finding the illusion include the following:

Search Grid: The lake is truly too large to divide and search without immense manpower, but the pcs can spend six hours to eliminate everything within a few miles of the Delphinate proper. Doing this doesn't require any skill checks or gain a success or failure for the party, but gives all further checks in the skill challenge a +2 bonus.

Pierce Illusions: A character that expresses the belief that illusions are involved may attempt to see through them with an Insight check (DC 27). Success means that the character earns a success; though they cannot see through the veils of mist, they can make out which ones are illusory. Failure ensnares the characters further in the misty magic; they gain a failure.

Countermagic or Follow the Flow: A character trained in Arcana may attempt to sense the presence and direction of flow of the magical energy that cloak the island (DC 19); doing this earns one success for the party, while failing earns the party a failure. Once the presence of the magic has been sensed, a trained character may attempt to countermand the cloaking spells here in order to eliminate them, but doing so is very difficult (DC 29). A character that makes this check earns two successes, while failing it gains only a single failure. A character that uses dispel magic against the fog earns an automatic success for the party.

True Navigation: The characters may attempt to simply use their Perception (DC 23) or knowledge of Nature (DC 19) to navigate. Using such a skill earns either a success or failure for the party. Alternatively, a character could make a History check (DC 19) to remember details on the locations of the lake's islands; the party can earn only one success this way (although they could conceivably earn multiple failures!).

Watch the Ghouls: During and after the attack of the sodden ghouls (see Complications), a pc could try to discern the direction of the island by watching their behavior using either Insight (DC 19) or Religion (DC 19). A daring character might also swim in pursuit, using Athletics (DC 20). The characters earn successes or failures for any of these instances.

Rituals: Using a divination or weather control ritual earns the pcs one to three successes, depending on the ritual, its level and how cleverly the party uses it.

Complications: As the pcs get closer to the island, they enter a more active layer of the island's defenses. After their 5th success, the party is ambushed by a trio of sodden ghoul wailers (OG 154; level 9 soldiers), who attack from the water, attempting to pull the boat's pilot into the water before dealing with the pcs themselves. The round after they attack, two more sodden ghoul wailers grab the boat from under the water and attempt to tow the vessel away. Each round until that the ghouls tow the boat, the pcs lose one success.

As soon as the pcs defeat the three sodden ghoul wailers above the water, the other two retreat into the depths unless any pcs are in the water, in which case they attempt to drag them under and slay them. If the pcs want to attack the two ghouls under the water, they must enter the water or hole the deck of the boat.

Each time the pcs achieve a 5th success, they are attacked by another group of ghouls unless they are still dealing with the first group. In practice, this means that they must continue to work on the skill challenge while fighting the ghouls, or they will end up fighting group after group of them without ever making headway.

Success: When the pcs achieve their 8th success, read the following:

In the mist ahead, a rocky island starts to resolve itself. A short pier, inexpertly constructed of wood, bobs above the waves, with three small rowing craft attached. You can see the suggestion of a steep upward slope, but the thick vapor in the air makes it impossible to tell more.

Failure: The pcs become hopelessly lost. It is full dark by the time they finally find shore, and it takes until almost 2 a.m. to return to the Delphinate. The pilot who took the pcs on this journey, if still alive, must be impressively compensated or he swears off the party thereafter.[/sblock]

Now, after an initial failed attempt- rarely have the dice counted so heavily against these players!- the pcs discussed using a ritual (can't recall the name) to function underwater and tie themselves to the bottom of the boat. They also did extensive records searches, cartographic analysis, etc. They bought a compass (which I decided will let them remove a failure). They've taken a bunch of actions not in my "likely to try this" list, and I've gone with those actions (although some are futile).

Skill challenges are no more a straight jacket on an encounter than the fact that a monster has AC and Hit Points means the only way to deal with it is to kill it.
 


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