Mustrum_Ridcully
Legend
So, this podcast has been up a while now, and I haven't found any threads related to it.
D&D Podcast: Skill Challenges (April 2009)
I found it pretty interesting on my drive home to my parents.
They also answer a few specific questions from the mailbag, but it goes beyond that. Often, the question serve as spring boards to more:
There is a lot of useful and enlightening stuff in there, I try to name a few:
1) Establish a rising tension in your skill challenge.
Example: A "Sneak Into Enemy Territory" Skill Challenge had the DM describe, on failed checks, how more and more guards were leaving the building and patrolling the area.
2) Avoid too long skill challenges. E.g. don't necessarily use high complexity challenges. Sometimes it makes sense to split a scenario into multiple challenges instead of a single one. This can also help you to better describewhat's actually going on, keeping the narrative in flow.
An example where one of the designers did this was a big jousting/tournament kind of challenge where the individual parts of the challenge (among them a chess match, IIRC), were their own challenges. This allows to describe where the PCs actually fared well and where they didn't, and provides a better feedback.
3) Skill DCs are a guideline, not set in stone. As they are, the DCs are consciously set at a DC where even an untrained character has a chance to succeed. But you do not have to stay there. If skill checks have to be done by every character, it might make sense to use medium DCs as described, but if only "dedicated" players have to use a skill, you can set the DC higher.
Another guideline to use is (paraphrased): "Picture the person that should succeed at this check half the time. Figure out what skill modifier he had, add 10, and you have a good DC." (I think that speaks to the idea that the DC table for skill challenge is not about "party level" but about "challenge level", and similar like you don't just use monsters of the parties level, you don't just use challenges of just their level, either.)
D&D Podcast: Skill Challenges (April 2009)
I found it pretty interesting on my drive home to my parents.
They also answer a few specific questions from the mailbag, but it goes beyond that. Often, the question serve as spring boards to more:
From the Podcast description said:ean asks: How do you mitigate the use of Aid Another, that players abuse to automatically succeed a challenge?
Jeff asks: What’s up with the DCs of skill challenges?
Mark asks: How do you manage failed checks?
Matt asks: How do you use the right skill at the right time (such as Acrobatics)?
Andrew asks: How do I manage providing information, if the PCs fail a skill challenge?
Tim asks: What is the best way to run a skill challenge without it felling mechanical?
There is a lot of useful and enlightening stuff in there, I try to name a few:
1) Establish a rising tension in your skill challenge.
Example: A "Sneak Into Enemy Territory" Skill Challenge had the DM describe, on failed checks, how more and more guards were leaving the building and patrolling the area.
2) Avoid too long skill challenges. E.g. don't necessarily use high complexity challenges. Sometimes it makes sense to split a scenario into multiple challenges instead of a single one. This can also help you to better describewhat's actually going on, keeping the narrative in flow.
An example where one of the designers did this was a big jousting/tournament kind of challenge where the individual parts of the challenge (among them a chess match, IIRC), were their own challenges. This allows to describe where the PCs actually fared well and where they didn't, and provides a better feedback.
3) Skill DCs are a guideline, not set in stone. As they are, the DCs are consciously set at a DC where even an untrained character has a chance to succeed. But you do not have to stay there. If skill checks have to be done by every character, it might make sense to use medium DCs as described, but if only "dedicated" players have to use a skill, you can set the DC higher.
Another guideline to use is (paraphrased): "Picture the person that should succeed at this check half the time. Figure out what skill modifier he had, add 10, and you have a good DC." (I think that speaks to the idea that the DC table for skill challenge is not about "party level" but about "challenge level", and similar like you don't just use monsters of the parties level, you don't just use challenges of just their level, either.)