D&D General Skill challenges: action resolution that centres the fiction

Voadam

Legend
A big difference between 5e skill resolution and a skill challenge is that everyone in a 4e skill challenge takes a turn and declares an action for each round of the skill challenge while in 5e it is generally one PC declaring an action and getting a resolution.

The skill challenge focuses the group on "the group is doing X now, how are you participating?" which is a different focus from "I try to do x, what happens?"
 

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Voadam

Legend
I use 4e skill challenge type stuff in 5e. I really like 5e's aid another resulting in advantage as an adjunct to skill challenges. I find it significantly encourages PCs to 1) partner to work together instead of going solo, and 2) jump into things their characters are not mechanically specialized to handle. Both of these are things I want to encourage.

I prefer having multiple PCs encouraged to interact socially and not just leave it up to the face character. Same for investigations and working on crafting projects and such.
 

DND_Reborn

The High Aldwin
Thanks @FrozenNorth for a more concrete example!

Here’s an example from my last game. The players need to bargain with a marid to undo a terrible mistake they made. All they know is that they have been directed to a treasure chamber with dripping urn covered in runes.

Naturally, first priority is to interpret the runes. Arcana check. On a success, they learn they have to draw a summoning circle, but also that the ritual summons the marid and they will have to bargain with it. Failure gets them instructions on how to summon it, but they misinterpret and believe that it will serve them.

Drawing the circle is a Dex check. They can add proficiency if they are trained in Calligraphy or Forger’s Tools.

Once the marid has been summoned, the Skill challenge proper begins. The party has two rounds to make their case (so 10 checks total)

The following skills approaches will work:
  • Finding out more about the marid (Perception or Insight). This doesn’t count as a success, but I will give information about other skills that might be useful;
  • Marids are extremely proud creatures. During the meeting, you need to offer this one a gift of at least 15 000 gp;
  • Flatter the marid by appealing to the marid’s distinguished lineage (History or Arcana);
  • Appeals to the bargain between geniekin and humsns (Religion)
  • Appeal to the marid’s sympathy (Persuasion, only available if the marid has been flattered first);
  • Draw upon knowledge of the sea or mariner’s legends of marids (Nature or Sailor background).

5 or less successes: the marid will grant the wish in exchange for a heavy price. Until the price is paid, the marid can take over any of the characters to get them to do what he wants.
6 to 8: the marid will grant the wish for a heavy price. The party has a fixed delay to complete the price or the wish will be undone.
9 successes: the marid will grant the wish in exchange for an unspecified service at a future date.

Ok, everything you describe here basically isn't any different from how most non-combat encounters are run IME, the only difference is this appears "pre-structured" before-hand as where my encounters I do it on the fly.

I'll repeat the same scenario as I would run it:

1. Arcana check about the runes is logical enough. The failure you outline is a version of "success at a cost" IMO.

2. DEX check to draw the circle. Again, that would be the next step, applying any proficiency that is appropriate to a steady hand, including cartography and even Sleight of Hand, in addition to those you outlined. Failure is again "success at a cost". Perhaps that failure means the marid is not confined to the circle and might choose to attack if the later actions make it angry?

3. I would also have an Arcana check before-hand to see what (if anything) the PCs know about marids.

4. DEX (Arcana) or a spellcasting ability check to perform the summons. Failure might take the PCs to the marid, instead. ;)

5. Once the marid is summoned, then Insight to gauge its reaction to being summoned. This could easily help the PCs determine if flattery, intimidation, or whatever might be the best approach. Failure would mean they will probably try the wrong approach.

And so forth...

Ultimately, this wouldn't be counting successes or failures, but how each approach/result changes the encounter's dynamics. Also, some of the "checks" wouldn't even be required if the players handle it themselves (such as judging the marid's reaction according to how I portray it).

A big difference between 5e skill resolution and a skill challenge is that everyone in a 4e skill challenge takes a turn and declares an action for each round of the skill challenge while in 5e it is generally one PC declaring an action and getting a resolution.

The skill challenge focuses the group on "the group is doing X now, how are you participating?" which is a different focus from "I try to do x, what happens?"
IMO a DM should be asking every player what they are doing in the situation, because even a PC who isn't actively participating in a social encounter might (in the background) affect it.

Sometimes it is just a single PC ("face") doing the talking, but the others aren't just statues so should be telling me what they are doing. Another PC might just be "smiling reassuringly" or "staring with crossed arms" depending on if the face is trying to get help or intimidate, for example.

Anyway, I appreciate all of the information on it. Other than "structure" and "counting successes/failures" I don't really see how, narratively, this is very different from running any normal non-combat encounter.

FWIW, I do the same structure for exploration challenges (scouting, searching an area, etc.). Every one is doing something, even if not directly involved with the task at hand. And, as I said, sometimes what is going on in the background or elsewhere can move the story along just as much. :)
 

dave2008

Legend
Anyway, I appreciate all of the information on it. Other than "structure" and "counting successes/failures" I don't really see how, narratively, this is very different from running any normal non-combat encounter.

FWIW, I do the same structure for exploration challenges (scouting, searching an area, etc.). Every one is doing something, even if not directly involved with the task at hand. And, as I said, sometimes what is going on in the background or elsewhere can move the story along just as much. :)
It is great that you run things that way, but not everyone does. In particular new players & DMs. The idea of a skill challenge is really to help new DMs and players create a framework for social and exploration encounters. To get people up to your level of DMing more quickly. Making it a "skill challenge" in the DMG gives DMs a method to handle these events. It its about teaching DMs how to do things.
 

DND_Reborn

The High Aldwin
It is great that you run things that way, but not everyone does. In particular new players & DMs. The idea of a skill challenge is really to help new DMs and players create a framework for social and exploration encounters. To get people up to your level of DMing more quickly. Making it a "skill challenge" in the DMG gives DMs a method to handle these events. It its about teaching DMs how to do things.
Oh, I definitely can see the merit to DMs who struggle with such interactions or are new to the game!

There's nothing wrong, of course, with having it "pre-structured", I just wanted to be certain there wasn't more to it that I was unaware of.
 

Campbell

Relaxed Intensity
@DND_Reborn

The biggest difference is that skill challenges (and other forms of closed scene resolution) have a defined victory condition. Success at the skill challenge means you get the thing you were trying to get. There is a finality (and transparency) to it that you do not see in normal play. Some consider that a boon. Others a curse. Regardless it is a thing.
 

@DND_Reborn

It’s not clear to me if you understand the mechanical and technical purpose of Fail Forward + Change the Situation action resolution married to Closed Scene Conflict Resolution. Starting with the latter first:

* Closed Scene Conflict Resolution means (a) there is a specified goal to the conflict, (b) a table-facing, binding scene budget for the resources that the GM can bring to bear to oppose PC goals, and (c) a binding Win/Loss Con for the scene’s goal.

If the PC(s) fill out their Clock or Stress out their opposition before the opposition fills their Clock or Stress the PC(s) out, then PC(s) scene goal is attained (or, in the inverse, its compromised). Same thing happens in 4e. The point is to remove the necessary GM fiat of serial Task Resolution by systematizing attainment/compromise of a given objective, binding the GM by the procedures/structure/ethos of the resolution scheme.

* Fail Forward + Change the Situation means (a) no dead ends/no whiffing and (b) the scene always dynamically changes at every phase of resolution (including post Win/Loss Con).

It means cool, interesting stuff always complicates scenes, snowballing through a scene arc until mechanical, and attendant fiction, conclusion.

It means a failure never churns out “PC sucks at their thing.” It means PC does their thing but events conspire against them to complicate their life in new, interesting, thematically relevant ways.

It means we never go from situation framing > player decision > action resolution > to a binary of PCs does their thing/PC fails to do their thing and the situation doesn’t appreciably change.

EDIT - cross posted with @Campbell.
 

dave2008

Legend
There's nothing wrong, of course, with having it "pre-structured", I just wanted to be certain there wasn't more to it that I was unaware of.
I suspect there is more to it, as your description of the scene varied from what I see in skill challenges. It could be your description or your understanding of the skill challenge that is lacking, but I am not sure which it is and I don't think I am able to write a better description than has already been presented by others. By from my observation:

your description of play =/= a skill challenge

It is similar, but different. Whether that difference is significant or not is up for debate and probably depends on the parties involved. I am guessing for you, not so much.

EDIT: To clarify, what you described to me was simply a series of skill checks, not a skill challenge
 
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Voadam

Legend
IMO a DM should be asking every player what they are doing in the situation, because even a PC who isn't actively participating in a social encounter might (in the background) affect it.

Sometimes it is just a single PC ("face") doing the talking, but the others aren't just statues so should be telling me what they are doing. Another PC might just be "smiling reassuringly" or "staring with crossed arms" depending on if the face is trying to get help or intimidate, for example.

The default 5e resolution is DM presents a situation, a player says they do something, DM resolves. A DM can on their own ask everybody individually what they do, but it is not the default in 5e. It can easily be the rogue does scouting on his own and everybody else waits until he is done with just the DM and rogue resolving that, then the group moves on.

The exception in 5e is combat where everybody explicitly takes turns and says what they are doing.

In 4e skill challenges it is like combat with everybody explicitly getting a turn each round of the challenge.

4e can have individual skill checks just like 3e and 5e, but a 4e skill challenge is formatting explicitly so that everybody participates with more than just a single PC's binary pass/fail skill roll.
 

FitzTheRuke

Legend
No, but it's nice to have a mechanical incentive to participate as well even if it makes more sense narratively to use a skill you are not good at.

Stalker0's alternative skill challenges did this. They recalulated values around "number of successes in 3 rounds of rolls" where everyone makes a roll each round and you are mostly expected to use a skill related to the type of challenge -- social, physical, intellectual.

So once in a while the low charisma Fighter can figure out a way to use his high skill Athetics when trying to convince the Duke to let them into his ancentral hunting ground but mostly the Fighter has to use his low value social skills. But it is mechanically better to try to contribute than not because success is judged on total number of successes. So yes his +0 Diplomancy roll with DC of 16 only has a 25% of succeeding but that is better than 0% so go for it. You are mechnically helping the team by trying.

It's a good system that mechanically incentivizes everyone to participate and also let's the DM veto the most outlandlish high skill fishing. (becuase the success DCs took into account that everyone would not be using their highest skills every round)

When I ran it, I would allow 1 use per encounter of "outside" skills per party and it had to be a creative use that wouldn't make the table groan. So, yes you could use Diplomacy to say something clever to a crowd during a chase skill challenge so that they crowd panicked and created a difficult enviroment for the person chasing you. But that's the 1 use of Diplomacy in this Challenge.
Oh! Yeah, that's how I used to run skill challenges in 4e too. I didn't like the "3 successes before 3 failures" system because 1) the SC would often end "mid-round" without all players getting to participate. 2) The more players you have, the shorter a skill challenge runs for. (As well as all the other things that you mention running 3 rounds solves).
 

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