Fighters vs. Spellcasters (a case for fighters.)

Isn't the skill challenge example that Imaro is talking about from the DMG 1? The one that pretty much everyone agrees is a terrible example of a skill challenge? Don't have my books on hand, but, IIRC, that particular example is pretty bad.

LostSoul said:
However, if Intimidate is not a skill indicated for use by the skill challenge, or if the use of Intimidate indicates an automatic failure, I think you could still have the player roll the check, succeed by overcoming the DC, but rack up a failure. I'm not sure what the procedure is, though - do you roll or not? (Does that matter?)

Read more: http://www.enworld.org/forum/showth...-(a-case-for-fighters-)/page170#ixzz2jH707DIy

In play that would be pretty hard though. It's not like you're going to use Diplomacy to open a very complicated lock, or navigate a "cross the desert" scenario. Knowledge Nature isn't going to help you when trying to unravel the riddle of the Mummy's Tomb (as an example). Why would the player even be trying?

I think this is a sort of roundabout argument that in any given skill challenge, players will just use their best skills and ignore the fiction. Which, IME, doesn't happen. No one is interested in playing it out that way. Why would they? Why would I try to use my swim skill in the desert? It doesn't make any sense.
 

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I'm not sure how clear 4E is on the resolution of a single check during a skill challenge. Can that single Intimidate check success introduce a complication or generally make things more troublesome for the PCs?
I think the answer is yes.

The reason why is one that I learned from you in some of your early actual play 4e threads (before you started working on your hack)!: a skill challenge has no active opposition; hence, the opposition has to come from the GM's narration. Because the fictional situation will be changed by the consequences of the players' successful checks, this means that - at least in a challenge of complexity greater than 1 or 2 - some of that GM narration of opposition is going to have to build on that new fictional situation created by those successful checks.

A simple example: the PCs are caught in a rockslide. One player makes an Athletics check to have his/her PC jump up onto a sheltered ledge: success! But now the PC is stuck on a ledge behind a wall of rocks, and so has to find a way out. (STR for pushing, Acro for squeezing or Perception to find a secret door Tintin-style are the options that come immediately to my mind.) I think it was the failure to factor in these sorts of changes in fictional situation that led to some of the WotC examples seeming so static, and amounting to nothing but a series of dice rolls.

I think that if you've got Intimidate as a primary skill (or even secondary) in the skill challenge, and you succeed on the check, then it'll get you closer to success in that skill challenge.
How do the PC's know what check has or hasn't been framed in the context of the skill challenge... or are you saying that the DM should tell the PC's what skills are primary, secondary, etc.?
I think one thing worth noting is that "primary skill checks" and "secondary skill checks" are not canonical terms in 4e, although I have used them as if they are.

The 4e DMG (p 73) defines "primary skill" and "secondary skill" as follows:

Certain skills lead to the natural solutions to the problem the challenge presents. These should serve as the primary skills in the challenge. . . Start with a list of the challenge's primary skills . . . When a player’s turn comes up in a skill challenge, let that player’s character use any skill the player wants. 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.​

This suggests that the main difference between primary and secondary skills is who selects them: player or GM. But by p 75 of the DMG we see language somewhat at odds with this: "In skill challenges, players will come up with uses for skills that you didn’t expect to play a role. Try not to say no." And the PHB (p 179) tells players that "It’s up to you to think of ways you can use your skills to meet the challenges you face."

The DMG2 (p 85) explains the difference between "primary" and "secondary" skills a bit differently:

Primary skills give the characters successes (and failures) toward the ultimate goal of the challenge. Secondary skills don't always directly contribute to the group's success, but they can have other important effects [eg cancelling a failure, granting a bonus, allowing a reroll, opening up the use of a new skill, or allowing additional successes from a given primary skill].​

And unlike in the DMG examples, several of the DMG2 examples specifically call out secondary skill possibilities. Some of these are like primary skills but with special conditions or constraints applying; but several are about conferring some ancilliary benefit of the sort described above.

The Rules Compendium (pp 160-61) combines both the DMG and the DMG2 approach to "primary" and "secondary" skills in a skill challenge:

The use of certain skills naturally leds to the solution of the problem presented in a skill challenge. These skills serve as the primary skills in the challenge. The DM usually picks the primary skills before a challenge begins and often tells them to the players. . .

The DM might limit the number of successes that a particular skill can contribute . . .

A secondary skill is tangentially related to a skill challenge and can usually contribute only one success. When players improvise creative uses for skills that weren't on the DM's list of skills for the challenge, the DM typically treats them as secondary skills for the challenge.

The DM might decide that a particular secondary skill can't contribute any successes to a challenge but instead provides some other benefit as a result of a successful check: a bonus to a check with a primary skill, a reroll of a different skill check, the addition of a skill to the list of primary skills, and so on.​

I personally prefer to follow the indication of the PHB and DMG2 that it is up to players to choose skills to use to resolve a challenge. Hence I depart from what the Rules Compendium describes as "typical" and "usual". And I think of primary and secondary skill checks in this way: a skill check that aims at directly progessing the problem presented in the skill challenge is a primary check; a skill check aimed at assisting in some ancilliary way (typically by changing the fictional positioning in some way that doesn't itself tend to solve the problem, but might make it easier for someone else to solve it) is a secondary check, which - if successful - contributes the sort of bonuses described above.

Whether a check is primary or secondary is therefore a function of player intention plus the PC's fictional positioning. If, in play, this is unclear, then clarification can be sought from the player or suggestions made by the GM. (I like the discussion of this in the Burning Wheel Adventure Burner, in relation to that game's similar approach of "intent and task".)

In the DMG example on p 77, the player has his PC say "Enough of this talking! It’s time for action! . . . Look, Duke, the goblins are the least of your worries. Agree to our demands, or we might have to take what we want." And the player describes the PC's action in this way: "I try to intimidate the Duke into helping us." That is clearly an attempt to "solve the problem" of the skill challenge (getting the Duke to provide assistance); hence it is a primary skill check, and failure on the check (autofailure, as it happens) counts towards the total number of accrued failures.

However, if Intimidate is not a skill indicated for use by the skill challenge, or if the use of Intimidate indicates an automatic failure, I think you could still have the player roll the check, succeed by overcoming the DC, but rack up a failure. I'm not sure what the procedure is, though - do you roll or not? (Does that matter?)
The example in the book has the player rolling the skill before being told it is a failure... how else do you keep the fact that the Insight check reveals this a secret (which is also strongly implied if not outright stated in the example)
Imaro is right about how the example in the DMG is presented: the player rolls and the GM narrates a failure. Only when a successful Insight check is subsequently made does the GM explain the Intimidate is an auto-fail.

As to whether it is better to do it this way, or rather for the GM to dispense the metagame information once the first Intimidate check fails: this is a dispute practically as old as the hobby! For instance, is it funny, or just a waste of everyone's time, for the players to Intimidate themselves into failure in this challenge? For some players, discovering this sort of thing in play is a big part of the point of RPGing; for others it is just a pointless GM trap. Compare attitudes to Tomb of Horrors as a module; or the differing essays from Tweet (favours ingame) and Laws (favours metagame) in the GM advice chapter of Over the Edge.

So I would expect a lot of table divergence, despite the fact that the rulebook clearly expresses a preference.

No one is disputing whether the situation is or isn't due to "GM's secret backstory"

<snip>

However don't actions still map to fiction in "indie" play? so doesn't there have to be fiction around the intimidation check against the king and thus I have a hard time understanding why this isn't an example of the PC trying to intimidate the king as a fictional positioning step towards winning the SC?

<snip>

Wait so is this or is this not an example of the PC's trying to intimidate the duke... because now you are saying that it should be possible to change the fictional positioning such that Intimidate would become possible... but earlier you said this is not an example of trying to intimidate the duke.
You seem to have been confused by my remark (which you bolded) that "The Intimidate example isn't an example of intimidating the NPC but not getting closer to overall success." What I meant by that was that the Intimidate example isn't an example of successfully intimidating the NPC but not getting closer to overall success in the skill challenge.

Rather, it is an example of attempting but failing to intimidate the NPC, and hence of getting closer to failure in the skill challenge. That is, it is a failed primary skill check.

The sort of example that I think [MENTION=386]LostSoul[/MENTION] had in mind, to which I was responding, was one in which the player succeeds on a primary skill check, yet that success does not count towards overall skill challenge success. An example (to return to our friend the chamberlain) would be success on an Intimidate check against the chamberlain which results in him running away, and hence does not get the players any closer to their goal of having the chamberlain introduce them to the king.

From what he has said, I gather that LostSoul will adjudicate things this way in his hack. But I think that this sort of adjudication would not be consistent with default 4e.

There is also a SC example called "The Dead Witness" in the 4e DMG... where the Religion skill can only be used if the players first make a successful Insight check, otherwise the skill is unavailable for use, which seems especially odd given the nature of the skill challenge (Getting a corpse to answer questions after invoking the speak with dead ritual. This is something I would think creative players could definitely come up with numerous uses for religion for in these circumstances).
I think this is where some of the weaknesses and tensions in the DMG's presentation of skill challenges shine through.

My take on the example is that it is trying to illustrate two things. First, it is showing how a player's declared action of "I try to connect with the corpse, working out what it is thinking/feeling" can be mechanically framed (ie as an Insight check). And second, it is trying to show how a successful check of this sort might be narrated (ie the corpse complains that it never received the last rites - and this is something that can be done easily by those with religious knowledge).

I agree with you that it is easy to envisgae other primary uses of Religion. (But unlike the last rites, they would probably be Medium or Hard rather than Easy checks.) It is also possible to envisage other ways of getting the information that the last rites were never peformed (eg via Streetwise, perhaps, depending on other details of the scenario). And it is also possible to envisage other uses and consequences of Insight: for instance, if the scenario is a "police procedural" style and the corpse is of a murder victim, then Insight might be used to divine something about the motives or psychological state of the killer - this would be a secondary check intended to give some sort of advantage to a subsequent primary check used to interact with the corpse.

What makes this example especially weird given the claims of 4e's indie philosophy is that this SC takes place after a player has used the "Speak with the Dead" ritual... but my understanding on indie play says this type of SC shouldn't happen, if the player spent the resources (necessary cost, religion roll and casting of ritual) he shouldn't also be further forced to "negotiate" with the dead (ie DM's NPC) he cast the ritual on in order to get answers to his questions
I think the point of the example is to show the GM that s/he shouldn't be afraid to mix things up a bit. But in order to avoid hosing the player in the way you describe, the GM should inform the player before the resources are spent that the ritual will require a skill challenge. (And there are other examples in the rituals which model this approach of "warn player in advance of possible waste of resources".)

The GM should also inform the player of the benefit of the skill challenge, namely that "If the PCs are successful, the corpse answers the questions placed before it as usual, even going so far as to answer an extra question." (DMG p 78)

Given that the PCs are extremely likely, if not certain, to succeed at a complexity 2 skill challenge (which is how this is framed) what the GM is really doing is not making it mechanically harder for the players to get the information they want (particularly once you factor in the bonus question); rather the GM is making the Speak With Dead ritual a bigger focus of play, and of time spent at the table, than it otherwise would be. (In HeroWars/Quest terms this is like going for an extended rather than a simple contest; in Burning Wheel it's like opting for Fight! over Bloody Versus to resolve a duel.) If the GM has misjudged things - ie the players really aren't interested in making Speak With Dead a big deal - then the challenge is likely to fall flat. A sensible GM who sensed this before launching into the challenge would probably relent - "OK, no challenge required, but you're not getting any bonus questions!" Slightly more punitive would be to also impose a -2 circumstance penalty to the Religion check for the ritual due to the corpse being resentful.
 

Isn't the skill challenge example that Imaro is talking about from the DMG 1? The one that pretty much everyone agrees is a terrible example of a skill challenge? Don't have my books on hand, but, IIRC, that particular example is pretty bad.

It is certainly from the DMG 1... Now exactly when did everyone agree it is a terrible example, especially since I don't see how it really differs all that much from the other examples in the skill challenge chapter of DMG 1... In any case if you don't like that particular SC... I've brought another SC up in the same chapter called "The Dead Witness" which pretty much has the same trouble points I brought up about the SC we have all decided was horrible and should just be ignored since it doesn't fit the paradigm being espoused (as opposed to looking at the possibility that the paradigm may need to be discussed, modified, etc.). It also goes so far as to commit the cardinal sin you have been arguing with N'raac about... taking a player resource and making it harder to accomplish something that should be accomplished automatically... or should we just ignore this one as well?



In play that would be pretty hard though. It's not like you're going to use Diplomacy to open a very complicated lock, or navigate a "cross the desert" scenario. Knowledge Nature isn't going to help you when trying to unravel the riddle of the Mummy's Tomb (as an example). Why would the player even be trying?

I think this is a sort of roundabout argument that in any given skill challenge, players will just use their best skills and ignore the fiction. Which, IME, doesn't happen. No one is interested in playing it out that way. Why would they? Why would I try to use my swim skill in the desert? It doesn't make any sense.

I think you totally missed the point with your answer here. What we are addressing is the fact that the DMG gives implicit if not explicit permission to make some skills auto-failures, unavailable, etc in a given SC... so there is the very real possibility that a player could be trying to use a skill that he thinks would be applicable and fits the fiction (as opposed to the examples above that you decided to use) and still end up with an auto- failure or being told the skill can't be used... I've given two examples of SC's from the DMG where this takes place so I'm a little confused on where you're getting this whole "roundabout argument"" theory from... Serious question, because I find it hard to understand how your last paragraph arose from the discussion thus far... have you read the last couple of posts concerning these 2 SC's?
 

I think one thing worth noting is that "primary skill checks" and "secondary skill checks" are not canonical terms in 4e, although I have used them as if they are.

The 4e DMG (p 73) defines "primary skill" and "secondary skill" as follows:
Certain skills lead to the natural solutions to the problem the challenge presents. These should serve as the primary skills in the challenge. . . Start with a list of the challenge's primary skills . . . When a player’s turn comes up in a skill challenge, let that player’s character use any skill the player wants. 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.​

This suggests that the main difference between primary and secondary skills is who selects them: player or GM. But by p 75 of the DMG we see language somewhat at odds with this: "In skill challenges, players will come up with uses for skills that you didn’t expect to play a role. Try not to say no." And the PHB (p 179) tells players that "It’s up to you to think of ways you can use your skills to meet the challenges you face."

So the DMG 1 waffles on whether the DM should be framing primary and secondary skill checks into the scene (and with this exerting DM force, deciding outcomes and using "DM secret backstory"as techniques)... or whether it should be free-form and the players are deciding which skill is usable... that said I think the examples stress the DM deciding this almost exclusively and there are literally no examples of players picking skills and those skills then becoming primary or secondary in any of the examples (but please correct me if I am wrong.).

The DMG2 (p 85) explains the difference between "primary" and "secondary" skills a bit differently:
Primary skills give the characters successes (and failures) toward the ultimate goal of the challenge. Secondary skills don't always directly contribute to the group's success, but they can have other important effects [eg cancelling a failure, granting a bonus, allowing a reroll, opening up the use of a new skill, or allowing additional successes from a given primary skill].​

And unlike in the DMG examples, several of the DMG2 examples specifically call out secondary skill possibilities. Some of these are like primary skills but with special conditions or constraints applying; but several are about conferring some ancilliary benefit of the sort described above.

I would also note that the DMG 2 also has an example skill challenge... ""The Restless Dead"... where again we see an auto-failure in usage of the Intimidate skill (I'm starting to get the impression the designers/developers weren't keen on intimidate). the SC is in DMG 2 and is even more interesting than the Duke example in the DMG 1 because there is no Insight check (or any other check) that reveals this information to the players. I think the fact that I have cited 3 SC examples from 2 different DMG should dimiss the notion that this was a mistake or a lip up and reinforce the fact that decided outcome, DM force and de-protagonization (at least as described by posters in this thread) that don't fit the indie game paradigm are very much an expected and promoted way of running 4e. I'm curious as to your views on this skill challenge and it's wider implications.

The Rules Compendium (pp 160-61) combines both the DMG and the DMG2 approach to "primary" and "secondary" skills in a skill challenge:
The use of certain skills naturally leds to the solution of the problem presented in a skill challenge. These skills serve as the primary skills in the challenge. The DM usually picks the primary skills before a challenge begins and often tells them to the players. . .

The DM might limit the number of successes that a particular skill can contribute . . .

A secondary skill is tangentially related to a skill challenge and can usually contribute only one success. When players improvise creative uses for skills that weren't on the DM's list of skills for the challenge, the DM typically treats them as secondary skills for the challenge.

The DM might decide that a particular secondary skill can't contribute any successes to a challenge but instead provides some other benefit as a result of a successful check: a bonus to a check with a primary skill, a reroll of a different skill check, the addition of a skill to the list of primary skills, and so on.​


I haven't had time to look through the RC so I'll comment on this at a later point...​

I personally prefer to follow the indication of the PHB and DMG2 that it is up to players to choose skills to use to resolve a challenge. Hence I depart from what the Rules Compendium describes as "typical" and "usual". And I think of primary and secondary skill checks in this way: a skill check that aims at directly progessing the problem presented in the skill challenge is a primary check; a skill check aimed at assisting in some ancilliary way (typically by changing the fictional positioning in some way that doesn't itself tend to solve the problem, but might make it easier for someone else to solve it) is a secondary check, which - if successful - contributes the sort of bonuses described above.

Whether a check is primary or secondary is therefore a function of player intention plus the PC's fictional positioning. If, in play, this is unclear, then clarification can be sought from the player or suggestions made by the GM. (I like the discussion of this in the Burning Wheel Adventure Burner, in relation to that game's similar approach of "intent and task".)

Well first if you've chosen a method outside of the RC I would say that's an alternate method since the RC is the most up to date version of the skill challenge rules. That aside... how do you reconcile the example I cited above where Intimidate is an auto-failure and there is no way for the PC's to determine this with the way you believe the DMG 2 sets out SC's to be ran? If the players can choose any skills to resolve a challenge should a DM be able to create a blanket auto-fail skill? If not why does the DMG 1 and DMG 2 both give examples of a SC that does exactly that... and this is ignoring the fact that this SC, like the others I have cited steps all over alot of indie philosophy (like pre-determined outcomes) in how it's set up.

In the DMG example on p 77, the player has his PC say "Enough of this talking! It’s time for action! . . . Look, Duke, the goblins are the least of your worries. Agree to our demands, or we might have to take what we want." And the player describes the PC's action in this way: "I try to intimidate the Duke into helping us." That is clearly an attempt to "solve the problem" of the skill challenge (getting the Duke to provide assistance); hence it is a primary skill check, and failure on the check (autofailure, as it happens) counts towards the total number of accrued failures.


Imaro is right about how the example in the DMG is presented: the player rolls and the GM narrates a failure. Only when a successful Insight check is subsequently made does the GM explain the Intimidate is an auto-fail.

As to whether it is better to do it this way, or rather for the GM to dispense the metagame information once the first Intimidate check fails: this is a dispute practically as old as the hobby! For instance, is it funny, or just a waste of everyone's time, for the players to Intimidate themselves into failure in this challenge? For some players, discovering this sort of thing in play is a big part of the point of RPGing; for others it is just a pointless GM trap. Compare attitudes to Tomb of Horrors as a module; or the differing essays from Tweet (favours ingame) and Laws (favours metagame) in the GM advice chapter of Over the Edge.

So I would expect a lot of table divergence, despite the fact that the rulebook clearly expresses a preference.

Yes but the rulebook does express a preference and that I think is the point...

You seem to have been confused by my remark (which you bolded) that "The Intimidate example isn't an example of intimidating the NPC but not getting closer to overall success." What I meant by that was that the Intimidate example isn't an example of successfully intimidating the NPC but not getting closer to overall success in the skill challenge.

Rather, it is an example of attempting but failing to intimidate the NPC, and hence of getting closer to failure in the skill challenge. That is, it is a failed primary skill check.

That does clarify things, thanks...

The sort of example that I think @LostSoul had in mind, to which I was responding, was one in which the player succeeds on a primary skill check, yet that success does not count towards overall skill challenge success. An example (to return to our friend the chamberlain) would be success on an Intimidate check against the chamberlain which results in him running away, and hence does not get the players any closer to their goal of having the chamberlain introduce them to the king.

From what he has said, I gather that LostSoul will adjudicate things this way in his hack. But I think that this sort of adjudication would not be consistent with default 4e.

I would agree so far as 4e and the default goes...

I think this is where some of the weaknesses and tensions in the DMG's presentation of skill challenges shine through.

My take on the example is that it is trying to illustrate two things. First, it is showing how a player's declared action of "I try to connect with the corpse, working out what it is thinking/feeling" can be mechanically framed (ie as an Insight check). And second, it is trying to show how a successful check of this sort might be narrated (ie the corpse complains that it never received the last rites - and this is something that can be done easily by those with religious knowledge).

I agree with you that it is easy to envisgae other primary uses of Religion. (But unlike the last rites, they would probably be Medium or Hard rather than Easy checks.) It is also possible to envisage other ways of getting the information that the last rites were never peformed (eg via Streetwise, perhaps, depending on other details of the scenario). And it is also possible to envisage other uses and consequences of Insight: for instance, if the scenario is a "police procedural" style and the corpse is of a murder victim, then Insight might be used to divine something about the motives or psychological state of the killer - this would be a secondary check intended to give some sort of advantage to a subsequent primary check used to interact with the corpse.

Yes but the bigger point is the fact that we are told this skill cannot be used until the insight roll is made... this isn't a case of it doesn't become an easy DC until the Insight skill is used... it is flat out stated the skill in general cannot be used until one makes an Insight roll.

I think the point of the example is to show the GM that s/he shouldn't be afraid to mix things up a bit. But in order to avoid hosing the player in the way you describe, the GM should inform the player before the resources are spent that the ritual will require a skill challenge. (And there are other examples in the rituals which model this approach of "warn player in advance of possible waste of resources".)

Yes but as presented in 4e this isn't what takes place. there is no note that this should be explained beforehand... There was even a thread on here about confusion as to how the ritual actually worked do to this SC example...

The GM should also inform the player of the benefit of the skill challenge, namely that "If the PCs are successful, the corpse answers the questions placed before it as usual, even going so far as to answer an extra question." (DMG p 78)

But it would seem that if I am going with indie philosophy... the PC's should have a choice on whether they really want the extra success or just want their normal allotment of questions... again this is mentioned nowhere in the example.

Given that the PCs are extremely likely, if not certain, to succeed at a complexity 2 skill challenge (which is how this is framed) what the GM is really doing is not making it mechanically harder for the players to get the information they want (particularly once you factor in the bonus question); rather the GM is making the Speak With Dead ritual a bigger focus of play, and of time spent at the table, than it otherwise would be. (In HeroWars/Quest terms this is like going for an extended rather than a simple contest; in Burning Wheel it's like opting for Fight! over Bloody Versus to resolve a duel.) If the GM has misjudged things - ie the players really aren't interested in making Speak With Dead a big deal - then the challenge is likely to fall flat. A sensible GM who sensed this before launching into the challenge would probably relent - "OK, no challenge required, but you're not getting any bonus questions!" Slightly more punitive would be to also impose a -2 circumstance penalty to the Religion check for the ritual due to the corpse being resentful.

Emphasis mine... Uhmm, I'm going to disagree... I would agree if the failure wasn't loose all your questions and your next encounter with undead become harder. Yes you are unlikely to fail, but if I don't need an extra question... why risk it, especially with these failure consequences. Yet it's up to the DM to decide whether this happens or not. If it was just about making the Speak with Dead ritual a bigger part of play why not keep the failure conditions equal to the success condition (loose one question)?

On anther note, this made me go and actually read the Speak with Dead Ritual... and we have another example of de-protagonization/GM force/GM decided the outcome and this time in a player ability. I had never noticed this before but the ritual has this line at the very bottom...

"At the DM's option, questioning the departed spirit might require a skill challenge using Diplomacy" ...

Now putting aside the fact that it's kind of confusing how one can have a "skill challenge using Diplomacy" since it's a single skill... it seems that whenever the DM wants he can decide that you have to jump through additional hoops in order for your ritual to work, regardless of how good your roll is... again this seems like it's going against the indie philosophy of success = success and player resources should not be subject to DM interference/negation... or am I looking at this wrong?
 

Now putting aside the fact that it's kind of confusing how one can have a "skill challenge using Diplomacy" since it's a single skill... it seems that whenever the DM wants he can decide that you have to jump through additional hoops in order for your ritual to work, regardless of how good your roll is... again this seems like it's going against the indie philosophy of success = success and player resources should not be subject to DM interference/negation... or am I looking at this wrong?
If your argument is "4e isn't really an indie game", than I'd cautiously agree with you. It certainly presents many more indie trappings than any version of D&D, and it's pretty hard to read the DMG2 without seeing a deliberate attempt to introduce or expand on indie trappings in the game. But the game was written by old-schoolers AND new-schoolers, so there's certainly tension between the text and the rules. Skill challenges suffer from that tension more than any other element of the game.

That doesn't change that 4e is easier to run AS an indie game more than any other version of D&D, while still maintaining many of the D&D tropes. (Classes, levels, Tolkien races, hit points, AC, medieval trappings, arcane and divine magic, etc.)
 

Given that the PCs are extremely likely, if not certain, to succeed at a complexity 2 skill challenge (which is how this is framed) what the GM is really doing is not making it mechanically harder for the players to get the information they want (particularly once you factor in the bonus question); rather the GM is making the Speak With Dead ritual a bigger focus of play, and of time spent at the table, than it otherwise would be.

There was no possibility of failure under the spell. The GM has added one. However slight the chance of failure, it is mechanically greater than 0%. If it were an autosuccess, then why bother playing it out? Where are the stakes and the challenges?

Can the player choose whether they want to face the skill challenge in exchange for the prospect of an extra question? That would put the choice of risk/reward in their hands. Here, the GM has arbitrarily altered the spell for this lone casting.
 

Hrm, sufficiently evil wish.

* I wish that a very large fireball be detonated in the nave of the Holy Bahumut Church during ((Insert appropriately large services time here)) *

* I wish that the King's Crown be turned into a pile of deadly vipers the next time the king puts it on, thus killing the King and starting a war *

* I wish that a meteor strike the orphanage down the street and the resulting blaze incinerate half the town. *

Do I really need to go on? I gotta admit though, this is fun.

Let's consider these from the Demon's perspective. I'll pick only one to illustrate the point.

* I wish that a very large fireball be detonated in the nave of the Holy Bahumut Church during ((Insert appropriately large services time here)) *

Glabrezu said:
So, Mortal, you would have me slay many devoted followers of Holy Bahumut, releasing their souls from the trials, tribulations and temptations of Life to go to their reward in the Heavens at the side of their benevolent Master, removing these souls forever from the reach of Demonic corruption. You ask much, Mortal - what compensation do you offer me in exchange for providing this great service?

The other two wishes would similarly send many Good souls to their reward before their time, removing them from future temptations and guaranteeing their souls to the Good (or neutral) powers. Why would a Demon readily agree to such an arrangement?
 

If your argument is "4e isn't really an indie game", than I'd cautiously agree with you. It certainly presents many more indie trappings than any version of D&D, and it's pretty hard to read the DMG2 without seeing a deliberate attempt to introduce or expand on indie trappings in the game. But the game was written by old-schoolers AND new-schoolers, so there's certainly tension between the text and the rules. Skill challenges suffer from that tension more than any other element of the game.

That doesn't change that 4e is easier to run AS an indie game more than any other version of D&D, while still maintaining many of the D&D tropes. (Classes, levels, Tolkien races, hit points, AC, medieval trappings, arcane and divine magic, etc.)

So what specifically makes it easier? This should be a pretty simple question to answer and yet I'm finding that 4e in many places strains against the indie ethos unless one ignores, adjusts, and adds to parts of it... just like any other version of D&D.
 

There was no possibility of failure under the spell. The GM has added one. However slight the chance of failure, it is mechanically greater than 0%. If it were an autosuccess, then why bother playing it out? Where are the stakes and the challenges?

Can the player choose whether they want to face the skill challenge in exchange for the prospect of an extra question? That would put the choice of risk/reward in their hands. Here, the GM has arbitrarily altered the spell for this lone casting.
Remember how you said you don't think information gathering could be worthwhile? Well, here's a place to use information gathering to help generate the narrative. The narrative can change depending on what you ask the spirit. The playout does matter.

Now, if you're comfortable using the ritual as an info dump, you could bypass the skill challenge and just let the characters ask questions of the spirit. But one particularity of 4e is that skill challenges are formalized encounters. Which means that you use the skill challenge to grant XP, work towards milestones, etc. So running it as a skill challenge has a mechanical meaning beyond advancing the narrative.
 

Remember how you said you don't think information gathering could be worthwhile? Well, here's a place to use information gathering to help generate the narrative. The narrative can change depending on what you ask the spirit. The playout does matter.

Now, if you're comfortable using the ritual as an info dump, you could bypass the skill challenge and just let the characters ask questions of the spirit. But one particularity of 4e is that skill challenges are formalized encounters. Which means that you use the skill challenge to grant XP, work towards milestones, etc. So running it as a skill challenge has a mechanical meaning beyond advancing the narrative.

How does this address the fact that this is an example of direct GM force applied to change the situation brought about by a player expending his/her resources to get a particular result. This is the DM then changing that result through what basically amounts to fiat. I don't think anyone is saying they can't fathom the reasons for a DM who chooses to do this (It's very similar to the summoning discussion that has been taking place) but the fact that the indie ethos seems to posit that player resources shouldn't be co-opted like this by the DM and that DM force shouldn't be applied like this but the book itself is giving an example of exactly that taking place whenever the DM arbitrarily decides it should (and even goes so far as to suggests in the skill challenge that it can be used for numerous other rituals). Actually I'm interested in [MENTION=22779]Hussar[/MENTION] 's thoughts on this since it seems like the type of thing he would loathe in a game he was playing in...
 

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