Alternate Skill Challenge Framework

Littimer

First Post
Okay friends, this is my first post, so if I screw something up please don't hold it against me.

I've been really disappointed, as I think a lot of people have, with 4e's skill challenge system. It really came to a head for me when I was lurking in Wizard's Character Optimization board and watched one guy's thread get torn apart for trying to make a skill-optimized character. They correctly argued that there is little optimization currently for skills, because it's a binary result: You succeed or fail. A steath roll of 45 and a role of 31 against a DC30 both result in the exact same outcome for many DM. This isn't the case in terms of dealing damage to enemies, however.

So below I've posted some thoughts on an alternate system to use to adjudicate skill challenges. There are a few problems with the current system I wanted to address, and two design goals I wanted to strive for.

Current Problems (lifted from Quickleaf's "Rethinking Skill Challenges" thread)
1. There's a disincentive to participate with low skills because failure is worse than inaction.
2. High number of successes required before failure (or time limit) encourages tactical player to spam their best skill. This problem is magnified if all skills are available.
3. Once the SC begins every character is converted into a striker trying to rack up successes (i.e. damage)
4. One size SC doesn't fit every situation. For example, a chase, an investigation, and a siege seem to have very different underlying structures. While DMG2 made headway in this regard, it seems like the community is pushing that envelope even more.

Design Goals
1. Provide a system that is modular, i.e. can allow additional rules and approaches such as the Obsidian skillcheck system to largely work unchanged.
2. Provide a system that makes makes sense to DMs without being overly complicated.

Littimer's Skill Challenge System v0.2

1. Instead of a success/failure framework, create skill challenges with hp. The hp in this instance represents the universal difficulty of the task the party is presented with. When a player uses a skill, the total of his skill roll is subtracted from the total hp the challenge has.

2. Instead of allowing a skill challenge to run until a certain number of successes or failures are accrued, set a finite number of rounds. The number of rounds can be entirely arbitrary, so long as the SC's hp is scaled to be appropriate. I would hesitate to make it only one round however, as I'm not sure there would be enough rolls there to really average out one disastrously bad roll.

3. To represent particularly relevant or effective skills, and likewise to represent skills that won't work or are not particularly effective, just treat them like resistances on monsters. A social Skill Challenge could be vulnerable diplomacy 5, resist intimidate 5. I would hesitate to generally make the SC have immunity to any skill, if only because that discourages the players from thinking up ingenious methods of relating their trained skills to the task before them. However, in my own DMing I'll let them know once they propose an idea whether it is relevant enough to be worth a roll or not, and whether that would be more or less difficult (without saying how much) than a more direct skill.

4. To discourage tactical players spamming their key skill, you could lift another ability from some monsters, which is a stacking resistance. So going back to that social skill challenge, maybe you want to reward a show of strength/skill (athletics or acrobatics), but for each "attack" the SC's resistance to that skill goes up by 5.

5. Because I loved the concept of "partial success" so much, that would occupy the same basic role as bloodied value, being an obvious indicator to the players that they are well on their way to conquering the challenge. Partial success would begin at a quarter of the SC's health.

So, an example skill challenge could look like this. A local band of heroes (5 pcs) recently eliminated a goblin tribe that was attacking trading caravans en route to their fiefdom. In doing so, they discovered evidence that the captain of the guard was being bribed to overlook the attacks, as well as plans that would suggest the goblins were taking orders from a larger orc tribe that had recently moved into the area. The heroes must bypass the captain and make it to the Lord directly, then convince him of their claims.

-----------------
Name: Audience with the Lord
Level 1 Skill Challenge (Moderate)
HP: 250 Partial Success: 62
Rounds: 3
Vulnerable: Diplomacy 5
Resist: Intimidate 5
Notes: Whenever a player uses a bluff check, the SC gains a stacking 5 resistance to further checks.
-----------------

I want to underscore that this is just a framework, and is meant to be as open as possible to allow for modifications and to not impede roleplay with overly rules-oriented structure. The above example could encapsulate just the meeting with the king, or it could even begin with them discovering a group of the captain's men waiting for them on path home, and they must reach the king without being detected by any of the corrupt soldiers, and then convince him in his chambers. As is everything with DnD, it's ultimately up to you.

This system allows for a lot of the really cool actions that the Obsidian Skill system sets up, or at least the spirit of those actions in the case of bonuses (would probably need to bump the +2's up a little bit). It still makes everybody strikers, but I'm not sure how to provide a real way for each role to represented in a skill challenge, especially when the skills that each of the classes in one role may qualify for are so varied.

The biggest thing, other than general comments about this, is that I need help figuring out the sweet spot in terms of numbers. I'm not sure what is an easy challenge, a moderate, and a difficult one. The above example assumes that the party will be averaging a little over a 16 per roll at level one. Taking into account the chance of a bad roll and using non-trained skills, I thought this was appropriate but it may be a bit low. Any number crunching I can get to assist with this would be much appreciated.

And thank you. I've been lurking these forums for a while now, and all of your information and advice has been incredibly informative for my own DMing.
 

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Not being a 4e player, but having some knowledge of the 4e system, you can take this advice with a grain of salt.

I say, scratch the whole number of successes vs. number of failure mechanics altogether - at least not until the DM knows what the PCs plan to do in order to attempt a skill challenge.

If you predetermine 4 successes over 2 failures challenge 4/2 before a challenge begins, any number of odds anamolies appear. You can get four successes and yet not have successfully defeated the challenge yet, you could get 2 failures and not even begin to negotiate the challenge. The entire mechanic seems to be a failure.

I would as a DM describe the challenge itself. Then ask the players what they plan to do to successfully overcome the challenge - it would be at this point only that the DM would ad-hoc what the challenge rating becomes based on how the players plan to accomplish the task. Or I would alter what the challenge requires based on actions and successes already achieved.

You can't truly determine a challenge rating without knowing what the players plan to do to succeed. So leave the challenge rating a ?, until the PCs tell you how they want to overcome it - ad hoc a rating and go from there.

To better show the anamolous effects of a skill challenge here's a sample to describe what I'm saying: the party wants to enter a keep. There are two guards at the front door. If the challenge to get in is a 4/2 challenge, that means it takes four successes to get in. If the PCs decide they want to check the architecture for a possible secret entrance, they make a roll. If they fail the roll, this is one failure. Let's say the next option is to climb the walls to get in, but they need to sneak up to the tower first, so the party sends a rogue to distract the guards. If the rogues fails to distract them, that's two failures now they can't possibly get in.

If the party does an Info Gathering attempt in the local tavern to find out if there's a secret entrance in and succeed on the roll - that's one success. Let's say the party then tries to gain some info on one of the guards guarding the tower in order to blackmail into letting you inside the tower - if you're info gathering attempt succeeds - that's two successes. Now the party attempts to sneak up to the tower in order to attempt to climb the walls, and roll - if they succeed, that's three successes. Now let's say the rogue is trying to distract the guards with the insider info they got on him in the tavern, and if that succeeds - that's four successes. Yet the party has even attempted to climb the walls, they have four successes, and have yet to pass the challenge.

By coming up with a rating ahead time, such anamolies can occur. By leaving the rating undescribed, you need to find out what the party is planning, then and only then can you determine what a skill challenge rating should be - this many checks and this many failures.

Doing it otherwise is ludricrous.

GP
 
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There was another thread around here recently on skill challenges where I went off on a strange tangent. One of the things I brought up was that the rules don't really tell you what a skill check resolves, or when to call for a skill check.

(That may not be true; I'm still compiling the skill challenge system.)

Anyway, what gamerprinter says above points to that. When does an action require a skill check? How do you determine the outcome of that action - when does that action feed into successes, and when does it not?

edit: My advice is that you cover these questions when you're making up your skill challenge.

For example: I'm a player trying to gain an audience with the Lord. I ask the DM, "Does my PC know the kind of wine the Lord likes? Or any gift that would be really appreciated by him?"

That sounds like a check. Does that check reduce the HP in the challenge, or not? How does the DM decide this - what are the guidelines for applying judgement here?
 
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A system where you accumulate points on skill rolls seems very grindy to me. That is, it will take an inordinate number of rolls to resolve. The difference between a high and a moderate skill becomes pretty small.

Say a level 20 character. Compare a trained skill with a good attribute (+20) against an untrained skill with a bad attribute (+10).

d20 + 10 = average 20
d20 +20 = average 30

The poor skill needs 3 rolls to have the same effect as the good skill has with 2, which seems like a rather poor payoff.

Thus I prefer a system where you have high difficulty, a time limit, and need a set number of successes. An alternative would be to count only the part of the die roll that exceed a minimum difficulty (what the OP calls damage resistance) - say skill challenges have a base damage resistance equal to half their level. Going back to the previous example:

d20 + 10 -10 (resistance) = average 10
d20 +20 -10 (resistance) = average 20

Suddenly, the good skill is twice as valuable as the untrained one, which makes more sense but might still be a little weak.


Roles

The discussion of roles in skill challenges is perhaps more intriguing.

In the OP, you say that skill challenges turn everyone into a striker. Well, so does your system here. What would the different roles in a skill challenge do, how would you implement them, and do we want to lock down characters to their roles in this way?
 

The main problem for me personally is the whole accumulation thing. When it comes to interacting with rpg challenges the fun is the whole tinkering aspect; if I do A, what happens? If I do B instead, what happens then?

If you get a response, if the situation changes, when you negotiate a series of interconnected challenges, you get a map, a maze, to travel through and explore, and where the options change depending on where you are now.

Merely accumulating successes becomes trudging across a featureless plain, rather than exploring a landscape of options.
 


Hi Littimer, welcome to ENWorld :)

You quoted me in the OP so I wanted to clarify that I was thinking about skill challenges as compared to fun combat encounters. Hence my critique that "when a skill challenge begins everyone becomes strikers" - there are no significant strategic decisions to make in a skill challenge RAW. One of the ways I was proposing addressing this is allowing actions which mimic certain roles. Actually this could dovetail with the idea of a skill challenge's hit points that you propose (some skills do more "damage" depending on how successful the skill check is.

For example, what if every PC who succeeds a skill check by 5+ (or every degree thereof) gains a rider effect...in addition to adding a success? Or what if any degree of success with a skill the challenge is vulnerable to grants a special rider? So a PC might be able to choose to take on the effects of another PC's failure, or gain an extra success, or etc. etc.

[MENTION=50895]gamerprinter[/MENTION] Good point about the narrative/mechanics misalignment in the successes before failures model of a skill challenge. The way I think about skill challenges now, this is one of the big problems. You rarely get this problem in combat IME, which makes me wonder.

[MENTION=386]LostSoul[/MENTION] That sounds like a post I'd like to read! Do you have a link?
 


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