WindJammer -- I think it's tough to look at the ball and not see the man too. The Frank Trollman post wasn't the best example for your cause and I still don't know what the goal of his post was... Was it to call out WOTC designers? Was it to express his concern with the playtesting of skill challenges? Was it to stick a wrench into the gaming enjoyment of the 4e players that are just fine with the skill challenges and/or the errata presented?
Pointing to his post as your evidence (or maybe it was for collaboration on a thought you already had?) only emphasized the potential for this to be a flame/editionwar/complain thread.
I agree that the skill challenges as presented in the DMG needed some work. We ran them a few times prior to the errata and, though they seemed tough, the game fun didn't diminish by their inclusion. Actually, the game was better for it.
Skill Challenges are the right idea. The implementation is proving to be more esoteric than I think anyone could have guessed. Between all the Ruling Skill Challenges articles, forum posts that describe examples in play *of which there are MANY good examples here on EnWorld*, the alternate systems proposed (Stalker0), and the individuality of the DMs that acutally use them, there appears to have been many observations about what works for any particular game table and what doesn't.
How I apply challenge complexity, difficulty (low, medium, high), circumstance bonuses and other modifiers, and how I percieve a success or fail all play into this system. There are a lot of assumptions that can change whether the base skill challenge system is balanced or not. Is this a problem with the core system, maybe, but its much more an issue around how the game is played at the table.
Obryn said:
Was it your impression that the released skill challenge mechanics caused widespread problems?
I agree they were mathematically wacky, and that this wackiness should have been caught. They don't look like they're broken at first glance, but a thorough breakdown shows that they don't do quite what you'd expect them to do. But do you believe peoples' home games were negatively affected by the rules as released to an extent that a gaming group not currently engaged in statistical analysis would even notice?
My contention is that the rules are, indeed, broken, but not in such a way that a gaming group - including a playtest group - would necessarily notice.
At my table, we've had no problems with them. The players love the way they work, they all feel involved, failure isn't a terrible thing (as it's usually just a stumbling block), and that it gives a much better experience than "roll once at a DC, problem solved." At my table, they are embedded in roleplaying challenges and have been short or long in game sequences. We recently ran a skill challenge that took up 3 hours of game time, as they gathered clues around a city. It was went really well for all, and I got props after the game.
As Obryn stated above, the playtesting itself could have been a factor if the playtesters agreed with the assumptions the designers had.
Do you think that OD&D or 1E had the level of playtesting that went into 4e? I doubt it, seriously. Yet no one is writing threads like this about their favorite old school game.
This isn't life or death and a math fix for the skill challenge system won't hurt anyone. Nor has it impacted the games I play or run. Has the skill challenge system math caused you to give up on 4e?
Is the point of this thread to state that a complex game has a subsystem that didn't quite work as well with 1 million players as it did with 500 playtesters? Don't all games suffer from the same problems?
Or was it to state without any proof that WOTC never tested skill challenges, neener, neener, neener, how-do-you-like-them-apples?