I think it will require the DM and players to agree on the stakes/goal.LostSoul said:I think it will require the DM to say, "This is a skill challenge" and "This is what your goal is".
I think it will require the DM and players to agree on the stakes/goal.LostSoul said:I think it will require the DM to say, "This is a skill challenge" and "This is what your goal is".
Celebrim said:Doesn't that seem metagamey? As a DM I have no intention of communicating with my players on that level. As a player, I have no interest in playing a through scenario where the DM has selected how I will approach the scenario. I'd feel railroaded. My natural rebellious nature would tend to respond to any proclamation of "This is a skill challenge.", with, "I draw my sword." The notion of a 'skill challenge' works better I think in a system where everything that a player can do is just another skill and every event is just another scene.
I would also like my players to be able to create 'skill challenges' on the fly simply by approaching the problem as something to be overcome with skill.
Celebrim said:But that's just it. As a player I have no interest in how my 'skill check' is interacting with the situation. I only want to know how my character is interacting with the situation.
Celebrim said:Wow. So ill concieved plans should never be allowed to occur?
Celebrim said:This gets to be a problem when you combine highly descriptive language with non-abstract environments. The more specific your language, the more likely it is in an concrete environment that I know that the plan doesn't contribute to your success. I know that the murder weapon isn't in the pantry.
Celebrim said:Searching thier doesn't contribute to your success in finding out how killed Mr. Peabody except in the sense of being one of hundreds of places you can elimenate from consideration - the problem you are complaining about in 3rd edition.
Celebrim said:Wow. That is a very narrow and legalistic reading of the rules. So, you are saying that I can get them to stop fighting with Bluff, by getting them to believe that they are friends even though I don't myself believe it, but not by convincing them to be friends with Diplomacy?
Celebrim said:Not in my campaign.
Celebrim said:But is this true in the general case, or is this just a problem with diplomacy (and specifically your interpretation of it). If for example, I roll a 100 on my climb check would I have no idea whether or not I could climb the roughened stone wall?
Celebrim said:Suppose the dungeon is a literal donjon, and the PC's are trying to escape. <snip> The PC decides to use his 'Theivery' to open the door, hoping to contribute to the parties success total. The DM knows that the door can be opened, but that it does nothing to advance the plan because as soon as the PC's are discovered missing, the whole complex will be searched. It's a 'wasted turn' unless the DM changes the description of the donjon to accomodate the turn of events - that is to say, he renders the concrete location abstract and morphable.
It's a decent opportunity to use the skill challenge rules if the participants are okay with playing the encounter in the abstract.Celebrim said:Suppose the dungeon is a literal donjon, and the PC's are trying to escape. Seems like a decent oppurtunity for a 'skill challenge', as the PC's are presumably poorly armed to begin with.
Celebrim said:Campaigns should never end in TPK's either, but sometimes there has to be the risk of it. Failure can't always consist in 'not getting your reward'. I met play the game that way for 5 year olds, but this isn't 'Fluffy Bunnies & Lollipops'.
LostSoul said:Why should there be a chance of something happening that you never want to happen?
Stop me if you think that you've heard this one before...kennew142 said:If the PCs fail horribly, you end up with a TPK.
Mallus said:It's a decent opportunity to use the skill challenge rules if the participants are okay with playing the encounter in the abstract.
If the DM is going to use a pre-drawn map, where the game space is analogous to real physical space, and not just a treated as a narrative construct, then the scene doesn't look suitable for the skill challenge mechanics.
A skill challenge donjon scenario would invert the order of events in your example. The PC's would only come to a locked door after failing a skill check. The dead end would represent a result.
LostSoul said:I think that telling the players "Searching in the pantry isn't going to help" is fine - otherwise you end up with "pixel bitching". (Hell, I'd say, "The murder weapon isn't in the pantry, it's in the kitchen. Want to search there?")
Or, you could use the results of the skill check to colour description. Success? "You search the pantry, and you don't find the murder weapon. Frustrated, you head to the kitchen to get a cold drink. When you open the freezer to get some ice, you spot a glint of steel. It's the murder weapon!"
That problem doesn't exist with the skill challenge in 4e; if Search isn't going to help, the DM will tell you Search is an inappropriate skill to use. Or so I imagine.
That's what the rules say! Don't blame me, I didn't write them.![]()
It's true in the general case.
What it won't resolve, however, is if you can Escape from Sembia by climbing the rooftops - the DM does that.
Or if you pass the test of manhood of the Bear Tribe - the DM does that.
The skill challenge sets that explicit goal: Climb the rocky cliffs of doom and pass the Bear Tribe's test of manhood. Now we know, because it's explicit, that my Climb check is going to contribute to success in that goal.
Do you really want to track the init, movement, and action for each and every guard in the dunjon each round?
Mallus said:Stop me if you think that you've heard this one before...
A TPK represents one kind of catastrophic failure. It is by no means the only kind.
I think so. But don't quote me on that. I always lose when I play 'pin the meaning on the Forge-ism'. I believe I understand what a 'narrativist construct' is, but I could be wrong...Celebrim said:IWhich means that I'm wrong; the skill challenge rules really are narrativist constructs.
Yeah, I'm not sure where the designers are going with the skill challenge mechanic. I like it, but I don't run dungeon crawls. Skills challenges look like they'll be a perfect fit for the more open genre-blending action-lit emulation that makes up the bulk of my games. Whether the inclusion of the skill challenge framework implies a move away from the dungeon crawls, who knows? About all we can say is that the new mechanic isn't suited for them, or at least produces a radically different result.But obviously (well maybe not, but so far no one has suggested otherwise) traditional style dungeon crawls are going to be a major element of D&D play.
It is. I think you're on to something when you talk call the new skill stuff a 'wholly independent subsystem', one that most user won't apply to the core gameplay experience, which, when you think about it, puts it on par with skill systems of every prior edition, when you think about it.Since D&D normally has been resolved closer to fortune at the end, this is pretty jarring.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.