DM'ing is a skill, not an art.

Second side note: while I agree with the DM on almost everything, I feel that any action that deserves XP deserves the same XP if done intelligently, even if doing it intelligently removes the risk. Being smart shouldn't punish you, being dumb shouldn't reward you. Taking 10 on the climb shouldn't reduce any xp reward.
I agree with your sentiment. However, consider the following points.

a. Taking 10 in itself earns no xp (all other things being equal).
b. I am inclinded to award them some xp, because they did face some non life threatening risk (Unless they both rolled 1's), and yes they were smart in 'getting around' the in built risk of the skill challenge (albiet, some reading, by an unallowable meathod as per the rules i.e. can't take 10 in a skill challenge).

My question to you, is should I given them full xp as if they had successfully completed the skill challenge, even though they did not face the challenges inherent risks?

I'm open to doing so, but currently my thinking is that they should be getting xp equivallent to an easy skill challenge encounter, and no more.

Btw, it's got nothing to do with punishing anybody,..I'm just trying to figure the appropriate logic on this one.
 

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My question to you, is should I given them full xp as if they had successfully completed the skill challenge, even though they did not face the challenges inherent risks?

I would normally only do so if the method they used to bypass the risk was clever. If you out-think the GM, you get XP. If they did so in a mundane, routine fashion, then no, they don't get full XP.
 


I'm sorry but I don't believe this applies to the DMs playstyle. You are essentially saying that you cannot describe anything unless it is relevant. In your world of GMing apparently I cannot describe the grass in the clearing as green just in case some PC wants to delve into the theory of Photosynthisis or I cannot describe that the room the PCs have entered has a painting unless it has some relevant information on the mission at hand. In your world a painting cannot just be a painting and a drain pipe cannot just be a drain pipe, and while i'm sure you enjoy this sort of game for your group, I say thanks but no thanks.

The theory is called Chekhov's Gun. Not Chekhov's Grass or Chekhov's Painting. It's about a gun because a gun, just by virtue of being there, suggests that it might itself be relevant.

Nobody--not me, and not Chekhov--is suggesting that anything you include has to be relevant, and that you must exclude all irrelevancies. But Chekhov's Gun states that if something is naturally suggestive of relevance (like a pipe that might be an alternate entrance into a heavily guarded keep), it should either be relevant (now or later) or should be edited from the scenario.

Ignore Chekhov's advice if it clashes with you playstyle--that's certainly your right. But don't be surprised if your players waste time, you all have an unsatisfying game session, and you end up talking about it in an 8-page ENWorld thread.
 

Like the KoDT fellows, not every player is dissuaded with a simple explanation that the element isn't relevant to the adventure at large or that its relevance will depend on other events or will only be apparent later.

An entirely valid point. But don't lose sight of what's being discussed here: We're not talking about cows, gazebos, or even cross-eyed pianists. We're talking about what seems like a potential alternate entrance into a mountain keep heavily guarded by orcs. Who wouldn't suspect that it was relevant?
 

Is it just me, or did anyone else think about the gazebo? Because that's what it seems like. Regardless of the PCs tangent thinking, it is essentially a non-functioning part of the dungeon. TO have a realistic dungeon environment, there SHOULD be things that have nothing to do with the adventure. Unless you're used to linear convention adventures that is? And its perfectly ok for PCs to spend some time investigating that.

In I see all the fault on that of the DM. Two things happened. ONE,
This feels like a breakdown of the DM doing his/her job. There is no problem with the party splitting, that's there decisions. There is a problem with spending too much time on one set of players. There;s also a problem with the DM not moving the game along in a timely manner.

The major problem is that the PCs outsmarted the DMs and, instead of adjusting, the DM just closed up.

This happens to ever DM, and , going back to the original question, it takes experience to handle these situations. The DM obviously didn't think of this pipe as a means to get into the fortress. His goof, it happens to us all. How you adjust determines your skill. I think its great the DM provided a skill challenge of sorts to open the the valve, the key is, was it fair. If the initial description of the pipe is that it is used to flush things, it is reasonable to believe that there's a moderate chance of a pc reversing the opening. The problem occurs with what happens after the skill challenge. There was no finality to the encounter. The PCs need that in order to receive the que to move on. What I would have done. You attempt to jimmy the lock and realize tat the mechanism is beyond your skill to open. Back to the other players. I'll spend some time with the other players and go back to the original players asking them did they want to catch up. If they are still whining about the pipe Id explain how the roll was a roll to determine your skill to open it, and that there wouldnot be another attempt. They should catch up with the rest of the group so not to be shortmanned.

If the players have a good idea, then they should be able to explore the idea, no matte rhow it breaks the dungeon. HOwever, once you give this this opportunity then they should move on. I think the players assumed they'd gotten one over on you and even after failing at it, they played off of your need to appease them. Which, as a DM, sometimes you have to be cold and just say lets move on.

From the answers in the thread, I"m starting to notice how enworld is usually divided along party lines. If you're use to a more straightforward 4e style then the pipe should not be there, its useless to the adventure and thus useless to the story or game. Whereas if you enjoy the 3.5 style of gameplay then youre perfectly okay with elements that can be intereacted with in non-combat ways.
 

The issue here is that during that time, the remaining three PC's out of the pipe wanted to push forward up the mountain road,..and they encountered orcs (see my previous posts for more information on this).
I hate to admit this, but I probably would have just asked the players not to split up. Or if not that, I would've handled the pipe-climb in a minute or so and then turned my attention back to the half of the group exploring the more fruitful path. Neither are ideal solutions, but they have a certain expediency about them.

It was 5 pipes adjacent to one another, that evenually connect to become one large pipe that can accomodate 3-4 people abreast. The pipe is sealed with a large slab of rock at the very top, water trickling down the sides. This was drawn out a described. What would you conclude?
I'd conclude it's some kind of waste-water disposal system. But the details you just added don't help answer the larger question: is this a waste-water disposal system in a realistic world, or is it kind found in the world of adventure stories and action films? If it's the former then it can't be used as a means of ingress, if it's the latter it surely can and, moreover, should be used as such.

Agreed. Players should question, and DM's should point out the obvious observable facts, without drawing conclusions for the players.
But the obvious, observable facts don't usually reveal what level of realism is currently in effect.

{Insert FUN here}
Now far be it from me to deny a man his god-given right to a little snark, but I think I raised an interesting point. How does you determine the plausibility of a course of action in a world created to enact implausible adventure narratives (settings which are often governed by the logic of adventure stories).

My first priority is ensuring the players enjoy themselves.
Can't set your priorities higher than that.

They party eventually took on 18 orcs and 2 ogres - I managed to send 3 players into negatives, with the 4th on 1 hit point,..but they won! A great victory, hard fought, and well earnt.
Sounds like fun!
 
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I would normally only do so if the method they used to bypass the risk was clever. If you out-think the GM, you get XP. If they did so in a mundane, routine fashion, then no, they don't get full XP.
They took 10 on all the checks.

I later learnt that you can't do this via the rules, but in order to save time and considering their potential life or death predicament, I allowed it.

So they passed the challenge, but did not face any real risk.

Would you consider what they did worthy of having full skill challenge xp awarded?
 


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