Skill Challenges: Please stop

the Jester: I don't personally care for 4e, but I bet your game would be a strong counter-example, were I able to play in it. It sounds like it rocks!

Thanks! I bet it would too, just based on my firm belief that a good dm can take any system and make it sing given adequate experience and motivation, and on the fact that we seem to have considerable overlap in our playstyle preference.

Back to the skill challenge discussion...

I run a lot of skill challenges off the cuff; I am a firm believer that the pcs should be able to initiate a skill challenge through their actions when appropriate. (Sometimes they know they have done so, sometimes not so much). The reason I mention this is because the very first skill challenge I ran in 4e was initiated by the pcs and I don't have any details written down for it- basically, they stole a boat and attempted to escape a doomed city before the enemy fleet arrived and cut them off, but they failed it and were run aground on a mudflat and had to fight their way free across country.

Which led, second session, to my first pre-written skill challenge:

[sblock]Evading the Hand (Level 1 Skill Test- 100 XP/Character)

XP: 100 per character.

Setup: The pcs must evade the Six-Fingered Hand for a week to make it to the xvart tunnels, using their knowledge of the terrain and their skills at avoiding detection.

Level: 1.

Complexity: 5 (requires 12 successes before 3 failures).

Primary Skills: Athletics, Endurance, History, Nature, Perception, Stealth.

Athletics (DC 15): The character is able to push his companions on more quickly. They travel hard and fast.

Endurance (DC 15): If no pcs make a successful Endurance check in a given turn, everyone in the party loses a healing surge until the first extended rest after the skill test is completed.

History (DC 15): A character can use his knowledge of history to predict where the safer travel routes will be. Only one History check, successful or not, can be made during this skill challenge.

Nature (DC 15): A character can use his nature skills to aid the party by helping them travel along more hidden paths, as well as to help forage for the group along the way. If the pcs are out of food and no pcs make a successful Nature check in a given turn, everyone in the party loses one healing surge until the first extended rest after the skill test is completed.

Perception (DC 10): Using his perception skill, the character can spy the enemy before they spy him. This skill does not generate a success but can be used to aid the next character’s roll.

Stealth (DC 10): Obviously, using this skill helps prevent discovery.

Complications: After the party’s first failure on the skill challenge, they have the encounter entitled The Burned-Out Village. After that encounter, continue the skill challenge to its conclusion.

Success: The pcs reach the mountains, and the tunnel into it. Go to the encounter entitled Into the Mountain.

Failure: The pcs reach the mountains, but cannot find the tunnel. Go to the Deadly Cliff Dweller encounter. [/sblock]

As you can see, this is a much 'stiffer' skill challenge, with much less built-in flexibility. The characters failed this challenge too, which left them exposed for another encounter before they finally found their way into the xvart territories beneath the mountains. I now see this as a cardinal sin for skill challenges; failure should never simply mean an extra encounter.

Note that both of these first two skill challenges used harder DCs, per the original DMG advice, which made them rather wonky.
 

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It's true that not all of us are as eloquent as others; however, there are plenty of published articles that emphasize the fact that roleplaying helps develop social skills. I should know, because I used to be VERY shy before I discovered roleplaying. What shy players need is an understanding group with a good DM, who encourages them to roleplay. If you'll always let them roll instead of roleplaying -- just because they might feel uncomfortable with speaking up in character -- they'll never get a chance improve on their social skills. And if you ask me, it's not wise to give them high CHA characters to play until they feel confortable with the concept. Also, I feel I must point out that while naturally social players may find CHA 18 paladins easier to roleplay, I'm gonna slap heavy penalties if their CHA 8 half-orc barbarians or dwarven fighters speak just as eloquently.

Anyway, in my opinion skill challenges, as written, do not encourage roleplaying, unless the DM understands how conflict resolution works in indie RPGs (such as Dogs in the Vineyard). They are presented in a very complex format, i.e. they're time-consuming to design and write down (which skills are primary, which skills lead to automatic failure, which penalties there are for failure, etc.). Considering that the intention behind skill challenges most likely was that you could improvise them on the fly, it's surprising how painful it's to draft up one. Now, I'm aware that WoTC has published tips and instructions in DMG 2 and Dragon articles on applying and designing skill challenges, but since I haven't read them, I can't comment on how helpful and informative those are.

Regardless, I think skill challenges shouldn't be run as static encounters; instead, they should feel as organic as the rest of the game, and merge naturally with the story. First of all, don't tell your players they're involved in a skill challenge; I've seen many posters complain (over here and other forums) that skill challenges feel artificial and forced because players may start metagaming and thinking OOC about who should use which skills. Don't present your players with a list of options, or ask them what they want to do to contribute to successes. Let them decide. Secondly, divorce skill challenges both from the time constraints and the mechanical framework. Describe the scene and let the players decide how their characters respond; treat each roll as if it were a "normal" skill or ability check, and decide on the fly whether each skill is appropriate or not, and if it's a primary or secondary skill. A good rule of thumb would be to ask yourself: "Can the player justify the use of this skill?" and "Does this contribute to the story in a positive way?". A good example of the latter would be the skill challenge I read about (I think it was in one of the LFR modules?) in
which the PCs had to flee the city, and someone's PC escaped via sewers; at my table this would lead to improvised encounters,
if not even further adventures (e.g. the PC might find a mysterious door leading to a small dungeon complex or hideout).

To give a concrete (and off the top of my head) example let's pretend the PCs want to find NPC X. Now, the DM might start by telling the players they need to roll History or Streetwise. If that fails, the DM might say that PCs could ask around using Diplomacy, or even describe a scene involving obviously shady characters that the PCs recognise as X's underlings; they could be followed or tricked into (Stealth or Bluff) revealing X's location. Or, perhaps one of the players suggests that his PC wants to try Acrobatics and Stealth to climb on top of a building to eavesdrop on these minions, gaining a third success with a Perception check. Or maybe the PCs just want to fight the minions, and beat the information out of them (gaining one or two successes, or perhaps hints that lead to further skill checks with other NPCs?). In the end, this process (the skill challenge) might take days or even weeks to accomplish, and there might be several combat encounters hindering or benefiting it.

A good DM knows how to shuffle things around on the fly, and reacts to the situation at hand. Maybe an Arcana check feels a bit cheap -- or even outright "wrong" -- for the task, but then again, couldn't it be possible to magically "sniff out" the rituals NPC X has been using in the city? Perhaps this leads the PCs to a dusty cellar of an abandoned building, with a bound demon guarding the ritual site? Maybe there could be more clues right there? And so on.

As for the price of failure, throwing combat encounters at players for failing a skill challenge may be a bad idea. I know a lot of combat-oriented players who see this as a reward, especially if you give them treasure as usual. IMO a penalty for failure should always be something the player's don't like; personally I think losing healing surges or having in-story consequences (good examples have already been given by other posters on this thread) is a better way to underline that failure has a price, and maybe engage the players even further in the story.
 

A few people have written down some skill examples (i.e. not really a full blown challenge, more of just a few rolls for a specific goal) and some skill challenge examples for larger scale combat related stuff.
IMO one of the things that skill challenges could use would be a "challenges book", in much the same vein as the Monster Manuals.

One other thing: I've seen a number of suggestions to simply not announce a skill challenge / run the mechanics in the background, and I'm not sure I see the point of going through all of the extra work to make an actual skill challenge if the players aren't going to engage the thing in a direct mechanical way. It seems more efficient to just run a skill- and roleplay-based encounter, and let the flow of the story determine the outcome, rather than rely on a strict count of successes and failures. I know that when I've tried to run skill challenges this way we seem to either end up running out of avenues the players actually want to explore before the skill challenge is over (or they just get involved in unrelated stuff), or else it ends and there's still related (but now kind of redundant) stuff that the players want to do. And I've ended up just giving the PCs a pass on a few occasions because the players came up with something that should just work, or wrote the thing out of the story when they just never got interested in what was going on in the challenge.
 

One other thing: I've seen a number of suggestions to simply not announce a skill challenge / run the mechanics in the background, and I'm not sure I see the point of going through all of the extra work to make an actual skill challenge if the players aren't going to engage the thing in a direct mechanical way.

Well, this will obviously vary from group to group. For me, the reason I try to run it in the background so to speak rather than announcing it and the mechanics is that if I were to say:

"Okay, this is a Skill Challenge. The primary skills are Athletics, Endurance, Nature, and History. Secondary skills are Religion, Insight, and Perception." (just as an off the cuff example). Even assuming that we had been roleplaying and staying in character up to this point, my players would go "Okay, I roll Athletics.", "Hmmm, I'll try history." "Shoot, I'm not trained in any of those, I'll pass", etc.

It's sort of like in combat, my players rarely, if ever, say "I call upon the power of Bahamut, saying a prayer that he'll help my companions and hinder the snarling orc beating on Brack." Rather, they say "I'll cast Astral Seal on Homecheese over there."

Certainly though its absolutely possible to stay in character even after being advised of the mechanics, so if your players are willing and able, by all means go for it. Though I think the other fear is that when you state the actual mechanics, it tends to limit outside the box thinking with regard to other skills not already mentioned.
 

[MENTION=19675]Dannyalcatraz[/MENTION]
It also penalizes people who enjoy playing RPGs with their buddies buy aren't strong role players.
Sorry but I disagree here. IMHO it's the DMs repsonsibility to encourage roleplaying. And IMHO that'[s relative to each player's experience and ability.

My current group has some very strong roleplayers and some very new roleplayers. I don't expect the latter to RP out every role... But if they say "I try to use diplomacy to get past him" I ask them what, in rough terms, their character is trying to say diplomatically. They don't need to be a diplomat. But they do need to outline in very rough terms how their character is approaching the issue. I think anyone can do this.

And, as I've come to expect of you, you understood the idea here...
My apologies- I misunderstood what you meant by your phrase,

as meaning they would simply fail, as opposed to what you seem to actually mean is you won't grant them any leeway based on food role-play...since they aren't doing any.

My bad!

[MENTION=2011]KarinsDad[/MENTION]
A few people have written down some skill examples (i.e. not really a full blown challenge, more of just a few rolls for a specific goal) and some skill challenge examples for larger scale combat related stuff.

But, could we get a lot of examples from a lot of people (with some details) of actual skill challenges in their games that they thought were good?...
...snip...
Hi KD! I provided I high-level outline of one of the SCs I ran that went over well. Are you asking for more details or was that sufficient for you? You can also find so very detailed information on the way I design and assemble Challenges at my [ALL Editions] Workshop: Non-Combat Game Structures (Skill Challenges, etc) thread on rpg.net... There's far more detail on there than I usually go into!

[MENTION=58197]Dausuul[/MENTION]
Fair point. This does require a more proactive DMing style than many people are used to, however--it's always easier to sit back, let the players do their thing, and respond to them than it is to track their time usage and interject new elements.

But then, that's why 1E had all those wandering monster charts, isn't it? To simplify "active DMing."

*has small epiphany*
LOL! You know you can use "wandering monsters" in 4e. The thing is 4e encounters are supposed to be more consequential and story related than say 1e. What I do is specifically design two or more encounters that take place randomly when the PCs are in transit between other events. If they are slow or dally or the moon crosses venus I pull one of them out. And sometimes I play one to stall for time :) Done right it's pretty cool.

@the Jester and [MENTION=82106]AbdulAlhazred[/MENTION]
See this is something I never understood. I mean I get the point of not railroading the PCs or stifling everything just because one SC was failed. But I don't see an SC as having any point if it's outcome isn't meaningful. There's always a tradeoff. Sometimes the party loses resources of some kind. But other times failure has to have a larger impact. Otherwise you lose emotional buyin and without that your players just aren't going to be engaged in the game for very long.

Other comments OTW via XP assignment...
 

IMHO it's the DMs repsonsibility to encourage roleplaying.

You can lead a gamer to the Globe Theater, but you can't make him act. Some of the most hardcore hobbyists I know- dudes who have been gaming 1-2 decades- play PCs with personalities that echo their own 99% of the time, regardless of class, race, campaign, setting, system or genre.

They are not now nor will they ever be role-players. They do, however, play RPGs with skill and gusto, and are generally a boon to the party...AND the gaming table.
 

Yeah I know the type and I agree.
Cut my teeth on the game with some of them in 81. Hell one of those guys now runs the local game store and we reminisce about the day when I'm there.

I said encourage, not force.

And you know what? You can still ask how they try to intimidate or whatever. And if they refuse point blank then they'll be happy enough to chew on their cast die, they won't want leeway :) But I find most folks will "Er? How do I intimidate him? I scowl and wave my sword at him!"
 

Okay, so here's another "find the hidden dungeon" type skill challenge I used a few months ago for a trip through the swamp.

[sblock]TO THE ZIGGURAT
Level 8 Skill Challenge
XP 1750

Setup: The pcs attempt to reach the ziggurat, moving through the Lithski Fens. Moving into the swamp is slow, landmarks are hard to find, swamp gas severely limits visibility and insects constantly bite and sting.

Every three days is a round for this skill challenge. Each round, every pc must make one check of their choice. At the end of each round, each pc must also make an Endurance check to avoid exposure to disease; see Complications, below. Note also that certain of the possible random encounters in the swamp may also have an effect on the skill challenge.

Because of the harsh environment of the Lithski Fens, it is typically very difficult to take an extended rest. Doing so takes a full three days of time (finding a suitable place, managing to stay dry and comfortable and then returning to the trail of the yuan-ti), during which time random encounter checks will be made as normal. There simply aren't many safe places to hole up; however, after three, five, eight and ten successes, the pcs pass by one of the landmarks on the map, which offers them a bit of a better resting place. See Landmarks, below. In short (assuming the pcs gain one success per round):

Rounds 1-3: Standard
Round 4: Split willow
Round 5: Standard
Round 6: The Algae-Choked Pond
Round 7-8: Standard
Round 9: The Cranberry Bog
Round 10: Standard
Round 11: The Blue Mud
Round 12: Standard

The pcs should have an explicit understanding of the mechanics of this skill challenge before it begins.

Level: 8

Complexity: 5 (requires 12 successes before 3 failures)

Primary Skill: Nature

Nature (DC 20 or 30; 1 success or 2 successes; only one character per round can earn successes): The character manages to keep the party headed in the right direction. Slowly but surely, the party makes progress. Alternatively, the character can attempt to find shortcuts and use a more direct route than that indicated on the map, choosing the higher DC but a chance of gaining two successes.

If the characters have the map and follow it (using the lower Nature check DC), they gain a +1 bonus from it. Failure on either check results in a single failure accruing.

When the pcs find the landmarks, they have certain other options; see Landmarks, below.

Secondary Skills: Athletics, Endurance, Heal, Nature, Perception

Athletics (DC 19): The character pushes hard into the brush and muck, helping to clear a path. The primary Nature check for the day gets a +1 bonus. Only one character may grant this bonus each round.

Endurance (DC 8): The character focuses on avoiding filth, keeping dirty water out of his eyes and mouth and so on in order to avoid exposure to blinding sickness. A successful roll means that the character need not make an Endurance check at the end of the round, although a natural 1 is a failure even if the end result is above 8.

Heal (DC 16 or special): The character ministers to one ally, helping her avoid exposure to blinding sickness. Success means that the character need not make an Endurance check at the end of the day, although a natural 1 automatically fails this check.

Alternatively, a character can use a Heal check to help someone already suffering from blinding sickness, in which case the character's Heal check replaces the victim's own Endurance check against the disease.

Nature (DC 20): The character aids the primary Nature check. Success grants a +2 bonus; failure indicates that the primary Nature check takes a -1 penalty. As many characters can aid the primary check each round as wish to; all modifiers are cumulative.

Perception (DC 14): The character attempts to aid the primary Nature check by spotting landmarks, watching for troublesome terrain and similar things. Success grants a +2 bonus to the primary Nature check for the round; failure inflicts a -1 penalty. Any number of characters may attempt this check each round.
L
Landmarks: When the pcs reach the map's landmarks (a huge split willow, a large algae-choked pool surrounded by three rock piles, a cranberry bog and an area of blue mud) they have several additional options. First, at a landmark the pcs can stop and take an extended rest in a single day, and there are places to rest safe from random encounters (located on a single Nature check, DC 20). Second, each of the landmarks offers the pcs other options.

The Split Willow: This landmark is a large split willow on a high mound of dirt and swamp grass. It is relatively dry. On the round during which the pcs pass by the willow, they have the following additional option:

Athletics (DC 12): That willow sure is tall! If a pc climbs it, they can see which direction the land falls in, which (according to the map) leads to the second landmark. The pcs can earn one success this way; a failure results in the pc falling when 40' up, suffering 4d10 points of damage, but does not count as a failure for the skill challenge.

The Algae-Choked Pool: This large pile, surrounded by piles of gravel and rocks, is in a wetter area. The pcs must really slog to make progress, and their speed of travel slows to a crawl in this area. However, a bunch of herbs useful in healing poultices and similar things grow around the pool. Additionally, there is a rickety boat On the round during which the pcs pass by the algae-choked pool, they have the following additional options:

Heal (DC 15): The character gathers herbs that will help protect against the various bugs, swamp foot and other challenges of swamp travel. This allows the pcs to move faster, earning them one success on the challenge. A failure does not count against the challenge and carries no penalty.

Thievery (DC 19): If characters wish to take the boat, they can speed up their progress. However, it is old and in terrible shape. Characters skilled with their hands can try to repair and improve it with the materials available. Making the boat usable at all requires two Thievery checks, DC 19; until the pcs make two such successful checks, the party cannot take the boat. (Note that these checks count as the pcs' checks for the round.) Once the boat is usable, the characters get a +2 bonus on their primary Nature checks until they reach the cranberry bog, where they must disembark.

The Cranberry Bog: This area is tangled with cranberry bushes, which grow in shallow, swampy water. The boat cannot move through these; the pcs are back to slogging on foot. The cranberry bog goes on for a mile, which is a full six days' travel (two rounds in the skill challenge). It is full of small poisonous snakes, which are a constant hazard while the pcs travel through it. Unless they take steps to avoid the snakes, each pc loses a healing surge during this journey and gains a sensitivity to venom (vulnerable 5 poison). Each character gets a saving throw at the end of each additional round of the skill challenge to throw this off. During this period, the pcs have the following extra options available to them:

Acrobatics (DC 19): The character avoids being snake bitten.

Athletics (DC 20): The character helps cut a trail through the bog, making everyone's journey slightly quicker. The party gains a success. Failure carries no penalty. The party can gain one success with this skill in the cranberry bog.

Endurance (DC 21): Although she is bitten like everyone else and loses a healing surge, the character avoids gaining venom sensitivity.

Heal (DC 19): The character treats one ally, removing its venom sensitivity.

Nature (DC 14): The character avoids being bitten by snakes.

The Blue Mud: The characters reach a higher area of bluish clay and mud. Those areas above the water hold tracks quite well, and almost immediately the pcs spot an area that has obviously been cleared of vegetation and rocks have been set up to provide firmer footing or perhaps seating. A large stone altar topped with an enormous serpent's skull dominates the scene. The blue mud goes on for miles; although travel is quicker here than in most of the wetter areas, it is also quite treacherous, sucking at boots and feet. The pcs have the following additional options while in this area:

Athletics (DC 20): If the group makes a group Athletics check this round and succeeds, they earn a success by moving quickly through the mud. The group earns one success this way; failure does not earn a penalty, but the party wastes the round. The party may delay one day while one pc makes a Thievery check instead (see below).

Endurance (DC 20): Likewise, the party may make a group Endurance check to earn a success, although in this case it is sheer perseverance that does the trick and swamp shoes do not aid the party.

Thievery (DC 10): The character lashes together branches to form swamp shoes (think snow shoes for a marsh). This gives the primary Nature check for this round a +2 bonus. Alternatively, one character can make a Thievery check to aid a group Athletics check (see above), in which case the party is delayed one day but each pc gains a +2 bonus on their Athletics check. However, the character that makes this Thievery check is considered to fail the group Athletics check.

Complications: At the end of each round of the skill challenge (every three days), each pc must make an Endurance check, DC 8, or be exposed to blinding sickness. (A natural 1 on this check results in exposure even if the final result is above 8.) Make an attack: +12 vs. Fortitude; Hit: the target suffers the initial effect of blinding sickness (DMG 49). However, rather than making an Endurance check each day, the character need only make one per round of the skill challenge (three days).

Success: The pcs find the Ziggurat of a Thousand Serpents- but did they find it in time? Take note of how many primary checks the pcs had to make in order to determine how many days it took to find and reach the pyramid and consult the Timeline (see above).

Failure: If the characters accrue three failures on the skill check (and note that only failures on primary Nature checks count for this purpose), they cannot find the ziggurat and become hopelessly lost in the swamp. See Lost! below, for details.[/sblock]

Ok, here is a fairly decent example of what I guess I don't understand about many skill challenges.

The DM goes to a LOT of trouble setting up this swamp travel skill challenge.

The players get to decide what skill each of them tries. The Nature skill is the skill that really counts in this particular skill challenge, so as a general rule, the rolls of one player more or less makes or breaks this skill challenge. Sure, the other players get to help, but if the primary Nature PC is rolling 1s and 2s on the dice, the other players probably are not going to help this. On the other hand, if the Nature check of the primary player are so good that he can make a 20 DC easily, then what's the point of the entire challenge?


Another issue is, what happens when the PCs get lost on day one and have no clue where they are on their map? The first Nature skill fails on day one.

The implication of what the Nature skill is doing is that the first failed Nature check would result in:

"The character DOES NOT manage to keep the party headed in the right direction."

From a plausibility perspective, the PCs should already be in trouble with just this one failure. They shouldn't know that they are heading in the wrong direction based on how the skill challenge was set up "landmarks are hard to find, swamp gas severely limits visibility", etc.

But if they fail that first Nature roll, no worries. We haven't yet reached 3 failures, so it's all good. The next successful Nature roll automatically gets you back on track. Huh?

To me, this is a bit nonsensical. And I'm not criticizing this particular skill challenge, most skill challenges look this way to me.

Say that the first landmark is to the southwest on the map. If they make 3 successes in a row, they find the first landmark. They fail and are actually headed south.

If they fail, succeed, fail, succeed and succeed, they STILL find the first landmark. There is no "we failed twice, so we should be further away each failed day and it should take longer to get to the landmark". No. Instead, a failure means that although we are lost, we are still just as far away today as we were yesterday because we still need the same number of successes today as yesterday to get to a landmark.


In addition, the PC that has History and Religion and Arcana, he just flat out sucks at this challenge. He's sweating the Endurance checks. So while one player is making or breaking the entire encounter, there are a few players whose PCs are struggling just to survive against the disease. They aren't really contributing that much as far as skill checks are concerned. They can contribute a lot to the roleplaying aspect of it, but even then, it seems a bit limited.

Player 1: I can't help much here, but I'll try to help Freddy by leading and pushing through the muck. Athletics check, 22. Woo Hoo!

DM: Ok, the Nature check is now +1.

Player 1: +1? That much? Oh boy!

The player of this PC might not feel empowered and helpful here. Sure, if the Nature check ended in a 19 or 29, yeah, his roll made the difference. What's the chances of that?


I'm not sure if I am clearly indicating my confusion as to why this sounds like a lame skill challenge to me, but that's how it seems (and note: I'm not trying to dig on this particular challenge, it obviously has a lot of thought and effort put into it).

One player shines, the rest all sit in the back seat and just make dice rolls. If one player comes up with a really good idea and makes a roll, sure, the DM gives the Nature roll a +2, but most of the time, that +2 doesn't do much. It's the result on the actual Nature check that makes or breaks most of this.


And granted, most of this confusion has got to be on my end. A lot of players like skill challenges, so it must be something about my grognard nature that prevents me from seeing how this works. To me, this seems like a bunch of exercises in dice rolling where one or two players are the superheroes and the rest are the sidekicks. Unlike a combat encounter where everyone has the potential to be a contributing hero in one way, shape, or form.
 

See this is something I never understood. I mean I get the point of not railroading the PCs or stifling everything just because one SC was failed. But I don't see an SC as having any point if it's outcome isn't meaningful.

I'm not entirely certain what you mean here. Then again, you are missing context with these skill challenges I've posted.

For the "find the dungeon in the swamp" skill challenge, if the party had given up on finding it (or had taken too long in doing so) the yuan-ti excavating said ziggurat would have been further along in their excavation, until eventually they uncovered the snake pit that was required for them to perform their freakadelic, pro-serpent ritual called plague of serpents, which wouldn't have ended the world or anything but would have led to a drastic increase in the number of snakes in the area.

For the "find the island" skill challenge, if the pcs fail or give up, they don't learn the information available there, which means they fail to gain a couple of leads on one of the bad guys on their list- which means his plans continue to advance sans interference. This is meaningful in the long term in the campaign, but won't have any immediate consequences. However, in a strong-continuity, long-running campaign, long-term consequences are fine (imho).

Karinsdad said:
The players get to decide what skill each of them tries. The Nature skill is the skill that really counts in this particular skill challenge, so as a general rule, the rolls of one player more or less makes or breaks this skill challenge. Sure, the other players get to help, but if the primary Nature PC is rolling 1s and 2s on the dice, the other players probably are not going to help this. On the other hand, if the Nature check of the primary player are so good that he can make a 20 DC easily, then what's the point of the entire challenge?


Another issue is, what happens when the PCs get lost on day one and have no clue where they are on their map? The first Nature skill fails on day one.

The implication of what the Nature skill is doing is that the first failed Nature check would result in:

"The character DOES NOT manage to keep the party headed in the right direction."

From a plausibility perspective, the PCs should already be in trouble with just this one failure. They shouldn't know that they are heading in the wrong direction based on how the skill challenge was set up "landmarks are hard to find, swamp gas severely limits visibility", etc.

But if they fail that first Nature roll, no worries. We haven't yet reached 3 failures, so it's all good. The next successful Nature roll automatically gets you back on track. Huh?

To me, this is a bit nonsensical. And I'm not criticizing this particular skill challenge, most skill challenges look this way to me.

Say that the first landmark is to the southwest on the map. If they make 3 successes in a row, they find the first landmark. They fail and are actually headed south.

If they fail, succeed, fail, succeed and succeed, they STILL find the first landmark. There is no "we failed twice, so we should be further away each failed day and it should take longer to get to the landmark". No. Instead, a failure means that although we are lost, we are still just as far away today as we were yesterday because we still need the same number of successes today as yesterday to get to a landmark.

Well see, the "find the ziggurat" skill challenge is more about how long it takes than about absolute success or failure. In the adventure, I had a timeline that said, "If the pcs get to the ziggurat by this date, it is excavated to room x." The deeper rooms were detailed as if excavated, including having additional bad guys in there- the result of the evil yuan-ti bringing more of their numbers to the area, called by their holy site's increasing power.

So in your "we got two failures along the way" example, the consequence is "the yuan-ti have excavated to room 6 and there are more of them." Eventually, if it takes long enough, the consequences are "there sure are a lot of snakes around here!"

Your point about Nature being the absolute primary skill in that challenge is very valid. In this case the non-Nature options serve to give other pcs ways to be cool. Additionally, the nonstandard rounds of the challenge serve to mix it up a little. But yeah, if your party is good with Nature checks, you will probably do well in this challenge overall- and that's okay, it's like a party with a paladin, a cleric and a warlock with radiant at will attacks running into an all-undead encounter. Or a party with three tieflings that fights a fire elemental. Sometimes you just have the right tools for the job.
 

Well see, the "find the ziggurat" skill challenge is more about how long it takes than about absolute success or failure.

Yes, I understood that.

But, I don't seem to be making myself clear (which is not unusual these days).

Your players might have found this challenge awesome. It's obvious that you put a lot of time and effort into creating it.

But as a player, I would be falling asleep at the table over this unless my player was the one with the good Nature skill and even then, it would be pretty much a snooze fest.

Maybe it's the way my mind works, but I prefer that everyone shine at the table. I would prefer a few exciting combat encounters along the way here with only a handful (maybe 2 to 4 per player) for the actual skill challenge portion of it so that everyone can contribute. That challenge had approximately 24 skill rolls per player (1 endurance, 1 other, 12 days), a good portion of them Endurance rolls. zzzzzzzz

As a player, I might be partially labeled as a combat monster. I enjoy tactics. I enjoy kicking the snot out of the NPCs. I enjoy coming up with something that prevents the party Leader from going down. I enjoy saving the day.

Rolling 24 skill rolls over an hour and a half. I don't get it. I don't see how this is fun. I don't see how after the first 2 "days", the players don't run out of ideas of how to use their Nature skills, and their Athletics skills, and their Perceptions skills in yet ANOTHER unique and interesting way.

That's either too much brainpower trying to keep coming up with cool ways to use the skills, or too much repetition and the players keep doing the same things over and over again ad nauseum for several hours.

I really don't get the appeal. I'll have to go read some of the other skill challenges that people are posting here to see if there is something else there.
 

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