Does 4e limit the scope of campaigns?

So what you want is skill challenges and the pretension that skill ranks mean something? The moment you start tailoring the DCs to take into account these ranks, you have the same end effect as if you just have a 1/2 level bonus + ability (+5 for trained) and put the DCs in a chart. Except with less work for the DM.


It's not pretense. Ranks still matter, because the player still chooses how good they want to be.

However, that players chose to have low are no ranks does not excuse the DMs from faiing to account for the characters they have and the setting possible consequence failure when setting the DCs in desigining their adventures (unless you are playing a rat bastard game).
If you want to challenge the guy whose maxed out , you make success dependent on his roll . If you want the other players involved, let the guy shine, but how challenging do you want it to be for the other characters and what are the consequences of failing (and can it be something other than death or bringing the adventure to a complete halt).

And, if the maxed out character is not going to be with them, how difficult you want to be for the characters there- slight chance of failure? 50/50? almost certain? Just don't complain if they fail and the adventure comes to a halt, because you , the DM, failed to account for anythingi if they failed or the players try to find an alternative approach, because you were so set on a scened playing out in a specific matter or failed to account for other options by which they might succeed.
 
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Okay... I too, have been playing role playing for over fifteen (over twenty, actually) years, and in general, I too prefer game systems that allow me to take ranks in skills. However, in practice, the D20 method of doing it doesn't work as well as I'd like it to. From observed experience over the past few years with dozens of gamers, from both the player side and the DM side of the screen, here's what I've seen happen...

  • Most players either maxed out a skill or left a skill completely empty with no ranks at all.
  • Skills that have ranks but aren't maxed out were almost always not maxed out for one of three reasons... 1) Meeting the minimum prerequisites for a PrC or a feat, 2) Taking just 1 or 2 ranks for roleplaying purposes, or 3) The player wanted to max the skill out, but couldn't because skill points were used for 1 or 2.
  • Unless no one else in the party has that skill maxed out, an unmaxed skill almost never got used. At best it would get occassional use when Aiding Another.
Granted, it didn't always work out that way, but 9 times out of ten, it did.

1) that is the players' choice. If they want to max their skills, they should be able to, and I have no problem with that.
2) This again, boils down to player choice.
3) This is the fault of the GM. In the games I have played in and run, relying on one person to suceed for the whole party has been discouraged, because it isn't how things normally happen in real life or in the movies. I gave numerous examples on this in previous posts.

Every group is different. I am not saying all others must share my experience or prefer one edition over the other. But I personally enjoy having ranks, and I never had much of a problem making them matter in my d20 campaigns. This might be because I ran many skill focused adventures and figured out how to avoid some of the pit falls.
 

Mudstrum_Ridcully said:
It doesn't seem to work for me. All I see is something that I can cover with a skill challenge. "Oh they are using bad cop/good cop. You roll Initmidate, I roll Diplomacy!)

And combat could be handled with a skill challenge, too. The thing here is that skill challenges aren't good to use for an entire session the lion's share of a campaign. For something I want the game to focus on, I want more detail and strategy.

So, I suppose what one would want to change is to add special ability - spells or story abilities that can replace a skill check.

That would really go a long way. Specific noncombat abilities that no one else in the party can get would basically make it more like earlier editions, and cover a lot of open space.

You seem to be combining the eventual success of the scenario with the way it was resolved. That looks a little like saying that your class doesn't have an effect in combat, since in the end, all enemies are at less then 0 hit points. But still a combat where everyone is fighting with swords is very different from one mixing swords and fireballs.
Right, but in the end, I'm rolling 1d20+5 vs. DC 20, just like my friend, even if I'm using Stealth and he's using Religion. That's a lot more homogenous, right in the rules, than swinging a sword vs. launching a fireball. Some different things to do (rather than just different description of what we do) would be greatly appreciated.

I think the D&D "strategic" dimension was usually related to stuff like getting and traveling the equipment and treasure, and managing your daily spell slots and healing. I suppose that's not much, but well, we're only running an adventure party, not an army.

Right, and, honestly, there doesn't need to be a LOT. I'd prefer there to be something more robust than in earlier editions (I mean, that would be an improvement!), but 4e kind of took away what we did have in earlier editions, and what replaced it isn't as good. There's still plenty of room for 4e to give us something better than what we had before.
 

Am I the only one whose group figured out that if you just pick a number of skills equal to your points per level and keep them maxed out, you'll be best off? Most everyone I gamed with did it that way, and it makes it feel just like 4e, except with more math to do.

The exception to that was skills that didn't tend to scale with level. Balance and tumble I remember being one of the better examples; with tumble, for example, once you can always hit the tumble to avoid AoO dc, there was no point to adding more. With balance, once your skill was high enough, the only possible things that could affect you were DCs so high that the rest of the party couldn't possibly hit, so the DM couldn't possibly ask for them very often.
 

Depending, it can be (the OP mentioned the optional contact rules) But regardless, I also mentioned hiding and spying. And here's another kicker: with the high level of skill points in 3e, rogues were more likely than even wizards to have a Knowledge skill or two high enough to serve as the "plan-maker" and researcher for the party.
Okay, but what's changed? Rogues are by default good at hiding and spying (Stealth and Thievery). The class' skill-based utility powers make rogues even better at such things. The only other PHB class that has Stealth as a class skill is the ranger, who also had those abilities in 3e (and to a lesser extent in 2e). Sure, anyone else can blow a feat and become stealthy, but then anyone could blow cross-class skill ranks or take a level of rogue and get the same thing in 3e. The rogue and ranger will still be better because of their DEX score.

Regarding Knowledge skills in 3e, not bloody likely unless the rogue is multiclassed with wizard or bard, since they're all cross-class (except for knowledge-local in 3.5). Plus you need most of your points for the critical rogue skills.

Detect Evil and it's kin. Also, Detect Lies. Also, Augury or Clairvoyance/Clairaudience or True Seeing. Divine magic in D&D has usually been pretty stellar for divinations.
Ah, ok, I see what you meant. There's a lot of overlap with wizard spells there, plus there are divinations that wizards have but that clerics do not. While the cleric has the edge, it's hardly a protected schtick. Both wizards and clerics can "reveal imposters" in any edition. In 4e, both have free access to divinatory rituals, the vast majority of which are Religion-based (a skill that the cleric gets for free).

The fact that this depends on DM judgment means that there are no solid rules for it.
I don't see how this matters since the DM is the one designing the challenges (or tweaking published challenges). If you want a solid yes/no determination on which skills can or can't be used, then it's part of your design. The challenges are just a framework that DMs can build actual encounters on top of, similar to the combat encounter toolbox. Obviously it's not as well developed, but then it's only been around since the 3e UA. And it's more than we've had in the past.

4e has removed a lot of what I was doing before, in the interest of focusing the game.
Charm spells are gone. Detect alignment spells are gone (and good riddance). That's pretty much it.

You got it right in the last bit. How many people want to be the "second wizard"? Wouldn't you rather do something similar that can contribute uniquely to the scenario?

4e doesn't let people contribute as uniquely as earlier editions did.
You keep asserting this but I can't find any actual substance to it, other than a dislike for your strawman every-skill-applies skill challenges (Derren? what have you done with KM?!). The whole "anyone can do any particular task" thing was just as true with 3e's flexible character creation.

I'm not sure I get your meaning with the "second wizard" comment - wizards had a lot of possible variance between spell selection and specialization in 2e & 3e. Then you get to other customization options: race & multiclassing, kits & NWPs, skills & feats. If you meant just in 4e, there's definitely less room to maneuver because there are a lot fewer spells/rituals and a lack of good caster feats; this is a big flaw with the 4e PHB IMO. It feels like a primer that was meant to have addons (which of course it was) whereas previous PHBs were much more complete. But after Arcane Power is out, presumably the wizard will be "complete" and will have a lot more options to seperate oneself from the pack.
 
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Every group is different. And everyone takes home a different impression of each edition.
Of course. :)

In my group, this would be considered metagaming, and I would ask the party to keep it in character. Even if they persist in metagaming though, you need to spice it up. Sometimes the guy with the highest rank in diplomacy, isn't the person the NPC wants to address. Maybe the mayor of the town, refuses to deal with someone who appears too manipulative, or has a "roguish" manner about them. They might single out the most dim-witted looking member of the party in order to take advantage of them.
All this is certainly true. But I'd say this sort of thing is rare at best. And should be. It's rather unfair of the DM to continually ruin the player's fun and character concept by forcing them to do things they didn't want to do. I figure if someone puts max ranks in Diplomacy, it's because they want to talk to NPCs and be the friendly one. The entire point of having max ranks in Diplomacy is that people can't help but trust you. They WANT to get along with you. Even if they initially have a problem with you for one reason or another, you can make a Diplomacy check and change their mind.

I certainly, would never have an NPC want to talk to the Half-Orc when the Half-Elf Bard makes a DC 50 Diplomacy check(which according to the rules in 3.5 edition now makes him want to lay down his life in order to protect the Half-Elf). Players smell this thing a mile away. I could just hear my players complaining now: "What? I made a DC 50 Diplomacy check!?!? With that check I can get entire villages worth of people to jump in front of Dragons for me and the Bartender says he'd rather deal with the Half-Orc? You just want us to fail! This game is no fun!"

This is normally true in combat adventures, but in investigations splitting up usually speeds things up a lot. It is much easier if people pair up and follow different leads.
If there is any combat involved ever, then it's a bad idea to split up. You never know when a combat is going to happen. When a combat happens, you want everyone there. You don't want the situation where half the group is gathering information in the inn while the other half follows the mysterious cloaked stranger to the other side of town. It normally ends with half the party being ambushed in an alley somewhere and doing an hour and a half battle while the other players complain that they showed up for a session in order to watch other people play.

No adventure should hinge on a single roll of the dice. There should always be alternatives to jumping the pit. In these circumstances, different levels of skill in different things, allow characters to shine in different ways. A good way to solve this, is to have failure result in making things harder, but not impossible. Think of it like a movie, maybe the guy falls onto a small ledge fifteen to twenty feet down. Sure he takes some damage as punishment, but now the party has to figure out a way to rescue him. In my mind this is more exciting anyways.
I agree. Nothing should ever hinge on one roll of the dice. Which is why I don't call for skill checks at all if I want the party to succeed. I don't put pits that the party needs to cross in an adventure, because I don't know what their jump checks or spells are. They might not be able to pass it. I don't record anything at all about the characters in my games. I don't even know what their names are most of the time. I let them keep track of their characters and I keep track of my adventures.

If I did plan on their being a pit there, it would be planned in advance. Exactly how deep it was, whether there were any ledges, and so on. If someone failed and I had figured out there were no ledges, they fall to their death.

These sort of things aren't all that exciting though...at least not in 3.5e. Someone falls X feet, a rope is lowered, they climb up, they get healed by the Wand of Cure Light Wounds. Everyone groans, makes fun of the Wizard for not being strong enough to jump over the pit, and the game continues. There's no real tension.

Even if the party leaves him, he can still try to figure his own way out and catch up later (and hey that makes for a great little side trek--plus it is an opportunity to do a split party which is often fun if done well)
There's that splitting up thing again. The bane of all games. I've played in games where the DM did this, so I know from experience. I remember when me and one other person had something similar happen. 6 party members, 2 of us down a pit finding a different way to go, the other 4 were the bigger group, they run into a combat encounter and fight. Me and the other person sit down on the couch nearby in order to watch a movie. They finish the encounter, walk into another room and fight another encounter. We watch another movie. They fight another encounter, we eat supper. Then they walk through another corridor and run into us. We finally join them back at the table.

Again this is adventure design. If failure of one roll means the adventure stops, then it is bad no matter what skill system you use, because you either let them fail and everything comes to an end, or you make it a cake walk. You need to be creative with failures, and understand there is always more than one way to overcome a challenge. Okay, so maybe they didn't impress the king. But maybe the king's uncle saw an opportunity, and offers to get them on the king's good side in exchange for a favor. Or maybe they have to deal with the theives guild instead of the king.
I agree. But, generally succeeding gives them more advantages than failing. They want to succeed. Failing shouldn't be the end of things, but it should end up being harder to solve the mystery. Which is what the OP was asking about. When the group fails the Search/Perception check to find the murder weapon, they now have to figure out the mystery without that information. Not impossible, but harder. If they fail to convince the passerby on the street to tell them what he saw, it should become even harder. If they also fail the Heal check to figure out how the victim died, it becomes even harder. Maybe they never solve the crime and they find a different body and move on to a different mystery. Maybe, when they fail to catch the killer more people end up dead, but it gives them more chances to get clues.

I think we're in full agreement here. My point is that in these situations you either succeed or you don't. The group is working together, so any successes get them closer to their goals, any failures get them further away.

Still, you were saying that individual failures mattered. You were saying that you wanted to throw in a lot of skill checks where if the Half-Orc failed his Diplomacy then he wasn't favored by the King, while everyone else was. It just doesn't seem to matter. Skills are rolled for a benefit or a disadvantage. The question is: what happens if you gain the favor of the King vs what happens if you don't. If the point of gaining his favor is that the party gets to investigate the Vault in the castle for clues, then you gain the benefit if he lets even one party member in there. Individual failures don't matter except maybe that the King glares at you and you have to wait outside the castle while the rest of the party gets the information you wanted. I suppose it might cost you a reward or something, if the King decides to be petty and reward only the people who made their Diplomacy check or something. Still, if the game is a cooperative game(which it is in the vast number of cases), then if the group succeeds, all the individuals succeed.

Sure. In near impossible situations, people will seek alternate paths. I would argue a clever party can use the theives high rank to get everyone across (maybe he jumps and then throws a rope back for everyone else). In this case, he shines, but the others still get across.
As was said elsewhere, if an individual fails a jump over the pit challenge, then either his failure is negated(by the use of rope, a fly spell or whatever) and the group succeeds in getting over the pit OR there is no way to negate the failure and the entire group turns back and finds another way(perhaps with a penalty).

Although this is far away from the original topic. The point I was making was that by setting the DC at 25 at level 10, you are saying that all those who have NOT put all (or most) of their ranks into the skill will fail while all those who HAVE put all their ranks into their skill and have skill focus or a really good related stat will succeed nearly 100% of the time. Which means you are deciding in advance that you are going to punish those who didn't take max ranks in that skill. The person who put only 2 ranks in the skill for a total bonus of +4 is still going to fail 100% of the time. He'll fall down the pit and take damage. And you are telling him he might as well have spent no ranks in it, because 2 ranks are useless in this situation. On the other hand, if you set the DC at 10, you are saying that you don't need more than 8 or so ranks, because anything beyond that won't matter.

The difference between skills is so great that by setting any DC, you are purposefully punishing one player OR the entire group.

They aren't rare at all in my games. Especially if you are playing a non-combat heavy adventure, where skills keep coming up.

So don't plan around who succeeds. Just make sure there are different paths to success. and that these different paths yield different results.
I was saying that skill checks that have an effect on one member of the group for failing while giving everyone else a benefit for succeeding don't happen that often. I seriously can't think of any that I'd ever use. You'd have to give me some examples. All of my planning goes into branching trees of yes or no. If the PCs find the murder weapon then they likely will track down the shop that sold the dagger. If they make the Diplomacy check on the merchant than he will tell them about the symbol on the man's cloak who bought it. If not, he falsely sends them into an ambush. And so on.

I've never planned a skill check that gave a specific individual a penalty for failure. Most of the time it doesn't make any sense. For instance, there is no penalty for failure on a Search check if someone else succeeds. You either find what you were looking for or you don't. If someone succeeds on the Diplomacy check and convinces the NPC to give you the clue, it doesn't matter if the NPC ends up disliking the Half-Orc. You still get the information.

I'm just looking for some examples of these checks that have a penalty to one person for failing without affecting the rest of the group that come up on a regular basis.
 

At some point, you have to tailor adventures to the party and their skills.
I disagree. You can write an entire adventure without having any idea who is going to play it, WOTC and the RPGA do it all the time. It works much better in 4e than it does in 3.5e, because you can more accurately predict the chance of success without knowing the characters.

What is being argued is it is less fun for some if everyone 18th level guy who took diplomacy is basically the same at it
I argue it is equally less fun to be the guy who spent 10 ranks in Diplomacy at level 20 because you wanted to be pretty good at it only to find out that the DC to succeed is 40, since it is adjusted for the guy who spent 23 ranks in his Diplomacy and Skill Focus. You find out that everyone in the game hates you just as much as the Half-Orc with no ranks in Diplomacy. Except, strangely enough, when the guy with 23 ranks in Diplomacy is missing, when all the DCs drop to levels you can succeed at.

It's also equally less fun the have the DCs set to 40 when you have +30 to your Diplomacy skill because the DM doesn't want you to succeed all the time.

It is also equally less fun to spend 23 Ranks in Diplomacy only to have the guy who spent 2 ranks in Diplomacy succeed every time.

Ranks allows for more variety, and for more interesting scenarios where some members make it and some don't. The key to any skill test, no matter what the edition; is to make sure a single failure doesn't ruin the game. That doesn't mean give them a pass. Treat it like a movie. They can't kill of characters who stumble, but they need to increase tension somehow; so the guy who probably should have fallen off the cliff, ends up dangling by his pants; or at the bottom of the ravine on his own--forced to find a way to rejoin the group.
If he ends up dangling but is pulled up and doesn't fall, then it wasn't a failure, it was just descriptive text. Especially if guy with 10 ranks in jump, 2 ranks in jump and no ranks in jump ALL end up dangling from the edge with rolls of 1 through 30. People catch on pretty quickly that they can't fail. Their failures mean nothing but a short period of inconvenience.

Either that or they end up punishing the rest of the group by failing. Removing someone from the group for any reason is NOT an acceptable option for me. No one gets put in the dungeon unless they get released within 15 minutes of real time. No one loses their way unless they find their way back within 15 minutes of real time. They can get lost for days or imprisoned for days in game, but nothing interesting should happen to the rest of the group while they are gone. Which means, for me, ALL skill checks have to be a yes or no for the whole group.

It is certainly not interesting to be forced to watch other people play the game. This is equally true for the 4 other players forced to sit around and watch the DM play you through a solo adventure as it is for the 1 person who has to watch the other 4 play while he is lost.
 

You will need to define opportunity cost, as that is a term I have never heard before.

Opportunity cost - Wikipedia, the free encyclopedia is a economic term that references the cost of choosing one option against all possible options. For example, if your rich uncle leaves you $40,000 on your 18th birthday, you could spend that money on fast cars & loose women, or you could spend it on college. The opportunity cost the the intangible "cost" of choosing one of these options; college is hard work but it means more money in the future (by path of a good career) while fast cars and partying creates enjoyment now at the cost of long term gain.

Any choice carries an opportunity cost; the cost is what is "lost" by choosing X over Y.

Now, back to D&D. The opportunity cost of devoting two ranks to a skill you will otherwise not use (such as diplomacy) vs. spending those ranks on a skill you use all the time (say, spellcraft) is the frequency of use vs. surprise bonus.

If I make spellcraft checks regularly (to identify spells, to identify potions, etc) than that +2 (10% boost) is regularly used. Your much more likely to roll that skill and thus have that +2 come into play than a skill you do not use regularly or only use in "forced" situations (such as your "The King dislikes the bard and asks the cleric what he thinks").

Sure, that +2 is nice when it comes in handy, but you'll get more miles out of putting those 2 skill points into your spellcraft which you roll multiple times per game session.

Of course, D&D puts a bit of a crimp in that by making certain skills have earlier caps than others. Skills that face a static DC (such as climb, balance or tumble) often have "cut off" points where further ranks is wasted (such as no need to raise tumble over a net +24 bonus, synergy and ability mod included). Those "wasted" ranks often show up in vanity skills or to shore up other skill point oddities (multi-classing, int boosts).
 

The way I see it, there are really only three levels of skill that 99% of players care about. Either you don't care about a skill; or you want to be reasonably good at the skill, since it's appropriate to your character; or you want to be really good at the skill, since it's central to your character.

4E recognizes this by having three levels of skill training: Untrained, Trained, and Trained + Focus. By default, everybody has some class-appropriate skills trained. If you just want to be good at things that your character would logically be good at, that's all you need. If you want to stand out, even among other trained characters - to the extent that you're willing to pay for the privilege - you pick up Skill Focus.

(And before anyone asks, yes, I pick up Skill Focus quite often. My current character has Skill Focus in both Perception and Arcana, and after three gaming sessions the investment has already paid for itself IMO - I've spotted clues pointing us toward a traitor in our ship's crew, and my ritual magic has been a major boon to the party. In a pirate campaign, Phantom Steed with 30+ on the Arcana check is a seriously awesome spell, especially if your DM lets you tie ropes to them and use them to pull your ship when you're becalmed.)

I would argue that this is all the granularity the system requires for the vast majority of players. In my experience, the granularity of 3E is not merely un-useful but actively bad; it steepens the learning curve, lengthens the character creation process, and lures inexperienced players into making choices they will later regret.

One thing that I have learned, painfully, from being a software developer: Not only is more options not always good, it is frequently bad. The cost of making decisions is non-trivial, as is the cost of people occasionally making the wrong decision*. Both of these costs must be counted against the benefit of having the option. Quite often, the cost exceeds the benefit.

[size=-2]* In this case, the "wrong" decision is "the decision which will lead to the character not performing, in-game, the way the player wants him/her to perform."[/size]
 
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1) that is the players' choice. If they want to max their skills, they should be able to, and I have no problem with that.
2) This again, boils down to player choice.

The problem is that having the choice to do something insanely sub-optimal (which not maxing out skills is, for the most part) is a bad thing. If some PCs keep skills maxed out because it makes no mechanical sense not to, and other PCs dabble in lots of skills because it seems like fun, and then you need the skills that one of the dabbler PCs should be good at, then you're in trouble.
 

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