Has anyone at WOTC given any indication, any even vague whiff of a hint of a possibility, that skill challenges could maybe possibly play some role in 5e?
I have not seen it.
Because skill challenges - or rather a varation of it - would be a great addition to a combat system. Personally, I think it should be something more loosly defined than skill challenges and more like a chapter on how to run something else than combat that relies on game mechanics.So, if there is almost no chance at all that Skill Challenges are a part of D&D Next...why are we on page 7 of a thread that purports to be about Skill Challenges in 5e?
Because skill challenges - or rather a varation of it - would be a great addition to a combat system. Personally, I think it should be something more loosly defined than skill challenges and more like a chapter on how to run something else than combat that relies on game mechanics.
Between the DCs for a single check and the DCs for a skill challlenge.What incongruence?
Why do you say this?Skill challenges don't have partial failure/success, they are binary.
I don't unerstand why you say this. Look at the example in the DMG, for instance, of the conversation with the Duke. Each check reflects an event in the fiction, which then has a consequence within the overall development of the challenge. This is also what the DMG advice (quoted by me upthread) says. The fiction changes as the resolution unfolds.As for A SC being in a between state, it's not... a skill challenge is in the same neutral state of non-resolution that a skill check is in before someone actually rolls the die. Until the final success or failure is accrued... you have not partially succeeded and you have not partially failed because until that last roll none of the previously gained successes or failures affect what you roll next and you are simply in an unresolved state.
Perhaps (that's an option). Or there is a +2 bonus. Or it has a more dramatic impact on the fiction (which might set up subsequent advantageous checks, or change the consequences of failure, or some other sort of benefit).there is a severe problem with narrating things when the DCs have to all be 18 but the players decide what they are doing. If they come up with a decent idea but the DC should be extremely easy, does the DC become easier for that one roll?
I don't see why these are arbitrary. Part of the skill of good GMing in a closed scene resolution system with freeform descriptors feeding into resolution (or loose approximatins to freefrom descriptors, like 4e skills) is narrating complications in a way that isn't arbitrary because it puts pressure on the PCs in ways that are salient to and engaging for the players.some other arbitrary element (like rain in a diplomatic meeting or a newly discovered ravine appearing in a pursuit - examples from when we butted heads on this topic before)
As to DMG 2... I don't consider it a corebook, it's an add-on and not something all or even most groups playing 4e are going to purchase. That is why I specified core.
Well, there are two ways to update/improve the rules and advice for a game. One is to release revised versions of already-published books. Another is to publish more/better material in follow-up books. 4e adopted the second model.One of the adages of 4E was "everything is core". That adds a lot of complications, both in game and in discussions like this one.
That's not my view. XP in 4e are awarded, basically, at the rate of one level-equivalent combat's worth per hour of play. They are a pacing mechanism rather than a reward. (Essentials confirms this, by awarding XP for failed skill challenges - what is key is that they are played, not that they are won.)No, the point of a skill challenge is to give XP out for a non-combat challenge.
Between the DCs for a single check and the DCs for a skill challlenge.
I don't see why these are arbitrary. Part of the skill of good GMing in a closed scene resolution system with freeform descriptors feeding into resolution (or loose approximatins to freefrom descriptors, like 4e skills) is narrating complications in a way that isn't arbitrary because it puts pressure on the PCs in ways that are salient to and engaging for the players.
In my view the point of skill challenges is to provide a system for resolving non-combat situations that is different from both free-form narration and GM fiat.
My guess is that skill challenges work better when they are resolving an abstract situation.
If you have all the details of the situation nailed down, then it's difficult to change those details based on the result of a skill check. You can't introduce a secret door, a wandering monster, or a frayed rope if you know there are none of those things before you start the challenge. That means you can't introduce those elements if the PC succeeds or fails on their check.
If the situation is abstract - and almost all social conflicts are abstract, since the DM can't possibly know all the details of an NPC's personality - then there's a lot of room for the DM to react to the skill checks of the PCs and prompt the players for more.
The abstract situation allows the DM to directly address the player's reason for playing the game, as telegraphed through their PC's actions and build. If the situation is too detailed to allow the DM to do that, then it fails.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.