Excerpt: skill challenges

davethegame said:
How does 3 = 8s/4f?

I'm hoping there's some easy formula that's escaping me at the moment, and not some weird chart I have to look up.

And what does a Complexity rating mean by itself anyway? It sure sounds like Level is used for determining XP award, so it wouldn't be that.
Well, 2^(n) successes before 2^(n-1) failures where n is the complexity fits. Though, i'd hope that's not the case, as that'll scale horribly.
 

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Dausuul said:
Does that mean the guy is flat-out immune to intimidation? No, but the party fighter talking tough isn't going to do it. If you present yourselves as emissaries of the emperor, and smoothly but menacingly imply that disobedience will mean an Imperial legion sent to lay waste to the NPC's barony, that's got a much better shot at succeeding. Of course, unless the PCs actually are emissaries of the emperor, a Bluff check would be more appropriate than Intimidate on that one.

That sounds almost like using Bluff to unlock Intimidate.
 

Derren said:
And what would the question be in this case?
When you try to gain support of a lord and you are well versed in history you are of course trying to find out about the past exploits of the lord and either you know them (successful roll/history challenge) or you don't (failed roll/challenge).
Saying thats impossible to know defeats the purpose of the skill. Its like only allowing the rogue to try to pick a lock after he found the slightly bend or broken key, not before.

And why would a successful diplomacy check allow you to roll on your history skill? Maybe the discussion went into a direction which doesn't allow this information to be revealed?
Such a static script like shown in the excerpt is too unflexible to handle real roleplaying.

I think alot of people are missing the boat on this one.

No one says its impossible to bring up the past exploits of the Duke through history. What it is saying is that he hears it alot and it has no real bearing on the outcome of this specific challenge. You need something else that makes this personal and ties it directly to the Duke himself, and more important his quirks. The diplomacy check gives you a bit of insight into that and you can use that insight to bring up a rare point of history that you might have thought of as insignificant.

Case in fact. The Duke all ways hears about his exploits in war, and in the court. However, from listening to him you get a sense that these mean nothing to him. He is a humanitarian and you can tell he walks among his people not just for show. You now know to look for something simple that he personally did in history that you can bring to light and spin in your favor. Perhaps it was as simple as rebuilding a church, or as innocent as sparing the life of the maiden Julliane from the blade of one of his gaurds. Something you would have completely missed or brushed past if you didn't have that inside info.

These are like easter eggs the DM can plant with in a skill challenge. Remember the DM doesn't go "Ok that is one success you need 7 more". The DM role-plays the situation till resolution and inacts the consequences and rewards based on the outcome. This will vary greatly from table to table as thier RP requirements are met. You could RP an hour but solve the challenge in the first five minutes. Its up to the DM and the Players how they handle this.

A failed history check will result in a negative, but a positive will not all ways result in a success basedon relevance. There may even be some failures the DM will ignore because they are irrelevant to the situation at hand. This is were the Advanced DM's will really make this system work to their advantages.
 

malraux said:
Well, 2^(n) successes before 2^(n-1) failures where n is the complexity fits. Though, i'd hope that's not the case, as that'll scale horribly.

But why would you scale this out of proportion? Let's say we will have a complexity 22 skill challenge. That makes it 46 successes before 23 failures.

No one is wants to play that. It will take ages and add nothing a complexity 3 encounter wouldn't.
 

A variant of this encounter could be something like this: the leader in this case is a sahuagin warchief. To appeal to Diplomacy is a sign of weakness, and saber-rattling is the standard way of doing things. So A Diplomacy attempt is automatically a failure, whereas Intimidate earns successes as Diplomacy would.
 

I like to with the Exalted interpretation of "impossible" here; it means that it's just very hard. If one of the PCs is the grandmaster of intimidations, that PC can pull it off. But by the time the PCs can reach that level of Intimidation they most likely don't need the help of a duke anyway. In this case, I'd say that context is everything.

OTOH, if you don't like that Intimidate is impossible, make it possible. If you think all skills should be possible all the time, make it so. You have the framework for skill challenges and the rules for them work if you allow one skill or if you allow all skills. There is no cascade of weirdness if you change if a skill is applicable or not.

This is the first time I have seen skill challenges like this and I find them interesting. It creates a mechanical frame for chase scenes through wilderness and social interaction. I think this will increase the screentime of the facemen and wilderness guys beyond rolling a single roll. I'm already getting some ideas for skill challenges, 15 minutes after reading the article ;)
 

Derren said:
Why are you not allowed to make a history check to know something like that? And how does this information allow you to make an additional history check?

A history check may well tell you that "the Visier of Alfric DID indeed cast some important Oracle Spells, and sent them along as warnings that helped him in a timely fashion, so the King DID send aid as promised."

It doesn't tell you that the Duke actually cares about this fact, and it especially doesn't tell you that the Duke actually has his facts wrong and believes that Alfric sent no aid at all. In other words, without the lead-in, knowing which historical insights are likely to cause the Duke to aid you instead of hinder you will be, in this case, not possible.

Moreover, if you bring up the right fact in the wrong context, you could well do more harm than good to your cause.

Derren said:
Also what happens when the wording of the first diplomacy check did not allow for this answer, what then? Can the PCs still make a history check or not?

The wording of the first diplomacy check doesn't stop the Duke from getting to say some words that reveal his interest in a particular historical topic, as well as some of his perspective on the topic so you don't stick your foot in your mouth when you pontificate on the subject.


EDIT: None of this is to say that using history in negotiations should be generally disallowed. But in at least some circumstances it makes sense to hold it back until the PCs have some ideas on how to apply the skill rather than just "use" it.
 
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Re: History. The history in question may not have anything to do with the Duke's life. Perhaps he's a fan the the Great General Wassisname and a scholar of the Battle of Lost Sheep. There is no way your history knowledge can tell you what his hobbies are. However once a diplomacy check gets the conversation rolling he might drop a reference, which allows you to start smoozing with him about the battle until you wind up recreating the famous final charge across the dinning table with the peas at 3 in the morning with your new buddy the Duke.
 

Frostmarrow said:
Extrapolating...

Complexity 1: 4/2
Complexity 2: 6/3
Complexity 3: 8/4
Complexity 4: 10/5

Formula: ½x = y = c+1

Or, perhaps, it's exponential:

Complexity 1: 2/1
Complexity 2: 4/2
Complexity 3: 8/4
Complexity 4: 16/8

Formula: 2^c / 2^(c-1)
 

This skill challenge stuff is *fantastic*. I can't wait to see the full rules.

Right now, I have only two "wonderings" (they aren't really "concerns," because I'm pretty sure they'll be accounted for). First, I hope there's lots of suggestions and advice on what "failure" means and how to make failure a gameable thing that enhances play. Most players (myself included!) will have difficulty with the idea that failure =/= death, but instead failure == more complications. Second, I wonder how transitions from skill challenges to combat will occur. I want to be able to replicate a scene similar to the wagon chase in the Willow movie, where some PCs can fend off attackers while the "pilot" maneuvers the wagon/car/jet/spaceship/whatever.

If they have answers to both of these "wonderings," then I'll be one happy camper indeed.
 

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