Bacon Bits
Legend
I would not stick to the old Skill Challenge pattern, but I might use something similar. Consider the old "Arcane Lock" situation. That is:
I would probably not bother with this design now. It's not a particularly interesting challenge to make the players roll over and over for the same locks. It's easier to just have them roll once. I feel like all we're adding here is more dice rolling to smooth out variance. That's... not interesting. It's really better than:
Or the "Lost Navigation" situation:
In 4e, failure consumed a healing surge instead of triggering a roll on the encounter table, so failure was even less eventful for the players than a random encounter.
I'd rather do this:
Sure, it's not open ended for endless failure, but I don't want my PCs stuck in a swamp all night. And instead of forcing the challenge into a fixed pattern, it can just be designed to feel correct for the situation. I mean, yes, that's realistic that they might get lost for days in a swamp, but it really isn't fun or interesting or what my players want to experience.
Finally, I absolutely want to avoid the dreaded social Skill Challenge:
I saw so many skill challenges like this in 4e. It commits the sins of 1) Requiring the PCs to succeed to progress with the adventure (i.e., if you fail, you can try again indefinitely), 2) Discouraging role-play in favor of dice rolling to solve every challenge, (I don't need less reasons to role play and more reasons to roll dice! We have combat for that!) 3) Ignoring the possibility of arguments so convincing that the encounter should end. ("The goblins that have this MacGuffin also took your only daughter." "Not good enough, I need 4 more reasons.")
I still remember one 4e Skill Challenge in a module from Dungeon where the party is expected to convince some mayor or prince to help them. If the party fails, the module provides no guidance. The only way forward is to convince the mayor. If the party suceeds, they're still told to go find evidence and come back. When the PCs do that, the the party has to complete another skill challenge to convince him even with the evidence. Worse, the DCs for convincing the mayor/prince were higher after you had evidence because of the way DCs scaled with level in 4e. And, again, if the party failed, their only recourse was to try again. They had to have the mayor or prince's help to reach the next leg of the adventure. It was just everything I hated about Skill Challenges wrapped up in a single package. It was all about checking the mechanical boxes of having enough skill challenges to satisfy WotC so they could show off their brand new mechanic, and nothing about building a compelling or sensible narrative. That has left such a horrible taste in my mouth that I simply don't like the skill challenge mechanic.
Arcane Lock said:There's a very complex magical lock on a vault door. There are, in fact, five separate locks preventing the lock from being opened. A warning in Draconic reveals that all five locks must be opened in sequence or a trap will be triggered. To open the vault, the PCs must succeed on five Intelligence (Arcana) checks before 2 failures. If the PCs fail, the locks reset and 2d4 goblins arrive.
I would probably not bother with this design now. It's not a particularly interesting challenge to make the players roll over and over for the same locks. It's easier to just have them roll once. I feel like all we're adding here is more dice rolling to smooth out variance. That's... not interesting. It's really better than:
Arcane Lock no Skill Challenge said:There's a very complex magical lock on a vault door. There are, in fact, five separate locks preventing the lock from being opened. Unlocking a lock requires a successful Intelligence (Arcana) check. Up to one player may attempt to unlock a lock in each round and there five locks in total. If a PC fails to open a lock by 5 or more, an alarm is triggered. On the following round and every 1d4 rounds thereafter, 2d4 goblins swarm into the room and attack any creatures they can see that are foreign to them. The goblins continue to arrive even if the alarm is somehow disabled. A total of 8d4 (20) goblins can respond to the alarm.
Or the "Lost Navigation" situation:
Lost Navigation said:If the players attempt to navigate the swamp, they will find it is deceptively treacherous. The PCs must succeed on five Wisdom (Survival) checks before 2 failures to navigate the swamp. If the PCs fail, roll once on the random encounter table. The PCs are forced to retreat and begin again.
In 4e, failure consumed a healing surge instead of triggering a roll on the encounter table, so failure was even less eventful for the players than a random encounter.
I'd rather do this:
Lost Navigation no Skill Challenge said:If the players attempt to navigate the swamp, they will find it is deceptively treacherous. The swamp is 15 to 20 miles across and is mostly difficult terrain. Every hour of travel (~1.5 miles without a Ranger guide, ~3 miles with a Ranger guide), the PCs must succeed on a Wisdom (Survival) check to determine if they have successfully navigated that leg of the swamp. If they fail, the PCs lose a mile of progress and they must double back and go around an impassable or dangerous area of the swamp (so 0.5 miles or 2 miles of progress). Roll once on the random encounter table as the PCs fall prey to determine the nature of the hazards the party has encountered. A result of "no encounter" means the party has encountered a section of the swamp that is impassible to most characters (sinking sands, impenetrable briars, open water covering thick and deep mud, etc.).
Sure, it's not open ended for endless failure, but I don't want my PCs stuck in a swamp all night. And instead of forcing the challenge into a fixed pattern, it can just be designed to feel correct for the situation. I mean, yes, that's realistic that they might get lost for days in a swamp, but it really isn't fun or interesting or what my players want to experience.
Finally, I absolutely want to avoid the dreaded social Skill Challenge:
Convince the Mayor said:The mayor can be convinced to aid the party, but he is stubborn. The PCs must succeed on five Charisma (Diplomacy) checks before 3 failures. If the PCs succeed, the mayor provides the party with The Map and instructions on where to find the MacGuffin.
I saw so many skill challenges like this in 4e. It commits the sins of 1) Requiring the PCs to succeed to progress with the adventure (i.e., if you fail, you can try again indefinitely), 2) Discouraging role-play in favor of dice rolling to solve every challenge, (I don't need less reasons to role play and more reasons to roll dice! We have combat for that!) 3) Ignoring the possibility of arguments so convincing that the encounter should end. ("The goblins that have this MacGuffin also took your only daughter." "Not good enough, I need 4 more reasons.")
I still remember one 4e Skill Challenge in a module from Dungeon where the party is expected to convince some mayor or prince to help them. If the party fails, the module provides no guidance. The only way forward is to convince the mayor. If the party suceeds, they're still told to go find evidence and come back. When the PCs do that, the the party has to complete another skill challenge to convince him even with the evidence. Worse, the DCs for convincing the mayor/prince were higher after you had evidence because of the way DCs scaled with level in 4e. And, again, if the party failed, their only recourse was to try again. They had to have the mayor or prince's help to reach the next leg of the adventure. It was just everything I hated about Skill Challenges wrapped up in a single package. It was all about checking the mechanical boxes of having enough skill challenges to satisfy WotC so they could show off their brand new mechanic, and nothing about building a compelling or sensible narrative. That has left such a horrible taste in my mouth that I simply don't like the skill challenge mechanic.
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