Cool stuff, thanks for sharing!High volume, likely not but there are instances
<snip examples>
That is all that comes to mind, but I'm probably missing something.
How did the player-generated NPCs work out?
Cool stuff, thanks for sharing!High volume, likely not but there are instances
<snip examples>
That is all that comes to mind, but I'm probably missing something.
sitting in the endzone watching the goal post move againNo. That's not what the rule says.
A skill challenge is defined by a goal and the obstacles that stand in the way of the PCs accomplishing that goal. Not by a task like climbing a wall.
Fully agreed.re: Diplomacy on a climb check - isn't the point of this game of imagination being creative? If you can come up with a way, why not? I've often let players use knowledge, craft and profession type skills for conversation and who hasn't seen a strength check used to intimidate.
Fully agreed.
'I approach the guard at the adjacent doorway - 'I say good fellow, I'm on an urgent mission for the King, you couldn't let me through and up the stairs could you?'
this is for a skill challenge for a group, not a single test for success in getting up the wall by one character, so it can be building something up for the group:
Like, "I'll use Diplomacy to see if I can get the guy selling cabbages to allow us to clamber up on the sturdy-looking framework of his stall, which just happens to be where the wall is shortest..."
What is the difference between the above, and the situation where the player asks, "Hey, do I see a market stall near the wall, preferably where it is at a low point so maybe we can get over the wall that way?" and the GM, who hadn't thought of it before, decides "Sure, there's a cabbage stall next to a spot where the wall dips low."?
Is there a difference?
The 4e DMG 2 discusses this - it contrasts a player asking or prompting the GM, with a player making a direct assertion.There's a sort of table etiquette difference - do you ask if it exists, or state its existence and wait for the GM to shoot it down? It is a table-agreement sort of thing.
But otherwise, I see no meaningful difference
In play it's very seamless.I think a lot of this is more seamless in actual play at the table than it is when people are having online discussions.
Climbing a wall is a feat of STR (in the 4e D&D framework). What action are you declaring that is best resolved by a Streetwise check (which is a CHA-based familiarity with urban life and the common people)?So. If my character's GOAL is catching an escaping assassin. And the wall is an OBSTACLE to my PC catching the assassin. I can't use Streetwise to climb the wall?
For me, the issue is what action is being declared? And then, what skill is appropriate for resolving that declared action?re: Diplomacy on a climb check - isn't the point of this game of imagination being creative? If you can come up with a way, why not? I've often let players use knowledge, craft and profession type skills for conversation and who hasn't seen a strength check used to intimidate.
But which of Diplomacy, Acrobatics or Arcana is the correct skill? You (the player) tell me (another player, or the GM).
Using Diplomacy: "Remember that time we were visiting the Wizards' Guild in Greyhawk? And I was buttering up that Burglomancer specialist? She told me a heap of old magical passwords - I try them all." The player rolls Diplomacy (probably at a hard DC - it's a pretty far-fetched story!) to see if this is true.
Using Acrobatics: "As the Watcher in the Water writhes about with its tentacles, I dodge at the last minute so it smashes into the door and breaks it." That might be a hard DC as well.
Using Arcana: "I speak a spell of opening". Medium DC. Or "I speak a spell of recall, to remember all the passwords and riddles I've learned over the years". That's more interesting and more clever- let's say a Medium DC with a +2 circumstance modifier.
If some don't find non-combat challenges fun, they shouldn't play a game with skill challenges. Skill challenges are a mechanic for those who do find non-combat challenges fun. They are very obviously influenced by the conflict-resolution mechanics of games like HeroWars/Quest, The Dying Earth, etc. The DMG makes it abundantly clear (as my earlier post indicated) that this is how they are to be played. No part of either the PHB or the DMG text generates any contrary implication