D&D 4E 4e skill system -dont get it.

You have certainly described an exciting encounter, Harr, but I don't understand a few points in it. For example, if the trap goes off after 4 failures, how does the Wizard failing to talk to the Dryad or the Samurai not knowing his history very well contribute to the trap going off?

Also, it's a trap, right? Are we lessening the rogue's detect traps ability by turning what should be for him a simple die roll into something else? (Even if that something else is a lot cooler?)

I think xechnao is asking a different question altogether. The idea is that if I have to roll a d20 + modifier vs a DC then, from a probabilistic decision-making standpoint, that is absolutely no different than rolling d20 + modifier vs a DC multiple times trying to accumulate X successes before Y failures. Both approaches have a single calculable probability associated with them; it matters not that the second approach takes multiple rolls. From a player deciding what to do point of view, given the probabilities the rules present, nothing has been added.

What the 4e skill challenge system seems to do is abstract the normal player's decision to the entire group. The DDXP example of the party trying to flee the town by making a certain number of skill checks showcases this. If we had one player controlling the entire party, then the party-character just makes a Flee Town check vs DC 20 and we're done with it. However, there is no party-character and there is no Flee Town skill. Instead, you have to build such a mechanic out of the available skills possessed by each character. So, while nothing has been gained from a player-decision-making point of view, something HAS been gained from a group-problem-solving point of view.

And this is what Harr's example shows us. While he steals the rogue's thunder to give action to the entire table, he is showing how the 4e skill system can be used as a PARTY Detect Traps skill check. Perhaps the system is best suited for skill checks that individuals don't already possess, but that could be a matter of taste.

Why X successes before Y failures? Because that's the easiest way to build this party-character entity. You could run the numbers and calculate the appropriate modifier and have one player roll d20 + modifier vs DC to see if the party succeeds, but that would be very cumbersome. So, they have chosen to implement it in a way that makes more sense and flows more readily from current gameplay.

The original post by xechnao is absolutely correct that for a given player whether you roll once or multiple times doesn't matter under normal circumstances (all it does is give the player a chance to quit early if it looks like things are going against him, provided that there is a difference between quitting and failing, which in many cases there may not be.) However, what this system does do well is allow the entire party to essentially Voltron-up into a single character to contribute to a 3e style single skill check. And that's potentially pretty cool.

It would be better, of course, to port the combat rules more explicitly to non-combat encounters. Say that Fleeing the Town has 30 HP and players have skills (and powers!) that allow for attack rolls and damage vs this encounter, and it is run as a more traditional combat. However, what has been presented is much closer to this than anything codified in the 3e rules, and that's pretty great.
 

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xechnao said:
I will try to apply my OP to what you are saying here. You can calculate the probability odds of this guide (say X% chances of overall success or failure) and equally check them with only one roll. Why do you need to throw multiple times the dice when you can get the same mechanical effect by rolling just one, from a mechanical perspective is beyond me.
Using Har's excellent example as demonstration material, I don't see how you could reduce all the rolls made to one single roll.

First of all, notice how it's not one character making these checks, but multiple. The example has a ranger, a wizard, a rogue and a paladin all (attempting to) contributing to the challenge at hand.

Then notice how subsequent players attempt skill checks of a type they think have a reasonable chance of being deemed viable by the DM, by responding to the effect of earlier successes (or failures). The wizard tries to negotiate with the dryad, whose very presence is the consequence of the extraordinary success of the ranger.

Not reduce this one, to one single percentage, you can.

As for the WHY (as opposed to the HOW), I suppose this is where 4E's new narrativist urges are showing through. Something I wholeheartedly approve of.
 

Benimoto said:
It's true that if you stare at the system too hard, it falls apart. It's a system where you get out of it what you put in to it. If you just say "I use my best skill, Athletics at +17" to every challenge, and the rest of the group goes along with it, there's not much point to the system.

Well, not really. That's one of the many reasons the game HAS a DM. If it's stupid he can ignore it as one of the successes. (I wouldn't stop the player from using the skill if it suits the action the character is taking, just have it provide no use to the challenge.)

I don't think any system needs to make up for potential player idiocy. That's a DM's job. (Though it's true that the rules should try to encourage non-idiocy and support the DM doing his job.)

This one sounds fine to me.

I'll try it as soon as possible.

Fitz
 

The Way I Understand The Skill System in 4e (which is most likely wrong).


Firstly, every character can use every skill whether trained or untrained. Untrained skills use 1/2 level + relevant ability modifier + d20 opposed by someone else's skill check or a DC.

Second is the skill challenges system. Let's say you're being chased by the town militia yet your identity is still a secret. The DM says, "Ok, so how do you attempt to get out of this one?"

You say, "Hmm, I'll use Bluff to attempt to hide in crowds, Stealth to go past guards unnoticed and Athletics to leap, somersault and dive through, over, under and around obstacles when I'm running. I try and do this til I'm outside the gate and the guards give up the chase."

DM says, "Right, and what level of difficulty do you want to try for?"

Player thinks for a moment and replies, "I've got all those skills pretty high so I'll go for a high level of difficulty."

DM determines that a high level of difficulty for this particular city/area/guards, etc. is 20. He rolls d20 and adds the relevant modifiers for a result of 19 Bluff, 21 Stealth, 27 Athletics.

He then goes on to describe the situation, "You duck, dodge and dive through the crowds, thwarting the attempts to get to you before you can get away. Ducking around a corner you sprint down an alley-way and in to another crowd and grab a rag off a nearby vendor's stall and wrap it around your head in an attempt to blend into the crowd. But the vendor spotted you and yelled out, pointing at you and the guards immediately spot you and the chase begins anew. Again you run through the streets, desperately looking for some advantage to help you escape. As you run, you deftly manoeuvre past all obstacles as the guards behind you stumble and yell obscenities. You run into a bar you know has a back door and run through and outside into a dark, stinky alley full of refuse and shady figures. You spot an alcove in a wall and quickly pull some refuse in front of it to hide behind. The guards come out and poke around the alley without any luck before splitting up and racing off in opposite directions to try and find you. For now you're safe so you quickly make it to the city gate and pose as a peasant in a merchant train leaving the city. Unfortunately, one of the guards chasing you has positioned himself at the gate and recognises you and the chase is on again! You run frantically through the gate, weaving in and around carts and wagons and people and livestock. You spot a pig-sty and diving in amongst the pigs, crawl underneath the fence and under an adjoining house and out the other side. Hiding amidst the brush you watch as the guards poke through the pigs in a futile attempt to find you before giving up and going back to their posts."

All from one dice roll.
 
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xechnao said:
I will try to apply my OP to what you are saying here. You can calculate the probability odds of this guide (say X% chances of overall success or failure) and equally check them with only one roll. Why do you need to throw multiple times the dice when you can get the same mechanical effect by rolling just one, from a mechanical perspective is beyond me.
Well, the other mechanical difference is that the checks are allowed against 3 different DCs, easy, medium and hard. A failure on an easy check produces some sort of penalty beyond just the general "failure" result, and a success on a hard check produces some sort of additional success. I think the general idea is that these extra results can vary from encounter to encounter.

I've seen two examples of what can happen with these extra results. Either a failure on an easy check gives everyone a -2 to all future checks, and a success on a hard check gives +2, or more simply a failure on a easy check counts as 2 failures, as does success on a hard check. Both of these variations make the probability considerably more complex than I can easily do in my head. When you account for PC's varying skill levels, it makes it considerably more complicated than a single check. The party has a chance to adjust their strategy midway through if they see themselves as getting too many failures too quickly.

But really the system exists to give every player ownership of a group success or failure, and to encourage roleplaying over raw mechanical concerns, as far as I've seen.
 

xechnao said:
I will try to apply my OP to what you are saying here. You can calculate the probability odds of this guide (say X% chances of overall success or failure) and equally check them with only one roll. Why do you need to throw multiple times the dice when you can get the same mechanical effect by rolling just one, from a mechanical perspective is beyond me.

Because its fun.

I could create a combat encounter that for which I say, okay...who has the best attack modifier? Okay Mr. Fighter, you roll against the hardest AC. Now who does the most damage? Okay Ms. Warlock, roll damage.

Ooops...didn't kill the weakest bad guy. Now they get to try the same.

The whole combat would come down to 4 roles.

But that wouldn't be fun. Not everyone would be involved. It wouldn't be a group game.


Now similarly, one could create a skill challenge that can only be overcome by Thievery...the upshot would be a return to past editions where the moment skills came up, only the Thief / Rogue could participate.

I really like the Skill Challenge system as I've seen it describe so far.

DC
 

Benimoto said:
Both of these variations make the probability considerably more complex than I can easily do in my head. When you account for PC's varying skill levels, it makes it considerably more complicated than a single check.

Fair enough. Nevertheless it is still doable, even if you need a computer to calculate it for you. But as I posted above I see it now as a metagaming mechanism to enforce that every member of a group rolls on a skill check.
 

FitzTheRuke said:
Okay. I read those, and it sounds great, except I'm not too sure about the declaring part, both in the "it's skill challenge time, team!"

The way I explained this is that where before we had two 'game modes' - Exploration and Combat - We now have three, Exploration, Combat, and Challenge.

The whole 'Challenge time!' could seem weird, but is it really all that different from 'Roll initiative!'? They are game modes, each 'mode' tells players what to focus on. Exploration is walking around looking at stuff, very few dice rolls if any, Combat is combat obviously, and Challenge is the rolling of skills to solve a speficic problem or situation.

The way we approached this dryad tree was basically, Exploration mode, party was walking around, I say to them, 'You see this tree, there's a naked corpse of a man hanging from it etc etc .... so ok, if you want to go ahead and investigate this, this is gonna be a Challenge basically, the Challenge is to fingure out what;s going on and defuse the situation, of if you dont want to deal with it right now you can back away and keep exploring the forest and come back later.' They consulted with each other for a few seconds and responded with, 'yeah, we take the challenge' and we begin.

FitzTheRuke said:
and the players' "I'm gonna climb the tree - but make it hard for me!"

Could you elaborate on how you do this? Why would climbing the tree be a hard challenge?

Heh this is pure metagaming. No other way to say it - it's the thrill of gambling. Do you think you can make DC 18, sure, but can you make DC 23?? Or are you gonna wuss out and go for the security of DC 13?

It bears mentioning that many people at DDXP said their DM did NOT let them choose difficulty. They described what they wanted and the DM assigned the difficulty, and that was that. But you know what, I like the gambling part. It's fun.

How to explain it to players through color? Basically I explained to them, just how confident in your guy are you? How much attitude and confidence and badassed-ness is he going to put into it? For the ranger and the tree: Is this guy going to walk up to the tree and climb it reasonably well (medium), or is he going to take his time, make sure his feet are well placed, look out for bugs, try not to get any any icky sap on his shirt (easy), or is he gonna bound up that frickin tree, with a confident smirk on his face, bouncing from branch to branch so quickly and so awesomely that he's gonna have enough time left over to do something else when he gets up there (or, as it turned out, to do it so well and so gracefully that the dryad that was watching him was impressed enough to reveal herself and smile at him). I don't explain all this to him beforehand or anything, it's just implied (Though if they ask, that's what I would say.)
 

I can see the fun in the gambling aspect, but it might be a bit to "dicey" for my tastes. I'll try both ways and see what I like.

The chase through the town is great, but I'd expect that to be three dice rolls.

Fitz
 

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