6) Don't Force Lame Skill Challenges. Because, as published, Skill Challenges are a priori broken, and nothing has been done to improve them, we instead get these arbitrarily modified challenges that force the players to participate. Instead, it's time to admit that Skill Challenges are a failure, and offer an alternate mechanism that actually works. As written, unless all characters are forced to participate, the rational response to a skill challenge is always to have the character with the best chance make all the rolls, and for all characters with sub-optimal skills to avoid rolling at all. You know this: that is why almost all recently published Skill Challenges include some mechanism to force characters to roll.
The solution is trivial. The reason Skill Challenges are a priori a failed design is that failed rolls mostly count against the party, and so in order to succeed, the party should avoid failed skill checks. Thus, only the best characters should roll. Instead, Skill Challenges should be limited not by a number of failures, but by a number of rounds, with all successes counting towards the party, but with minimal penalties for any individual failed roll. So for example, if a challenge lasted three rounds, and the outcome depended on the number of successes the party as a whole attained, then it is in the party's interest to have all characters roll, since they could all contribute successes. If the party exceeds the required number of successes, then they gain some advantage, while if they fall short, they pay some cost for failure. The margin of success or failure could determine different results.
... and that's two adventure modules right there that I consider to be among the worst. I cannot comment on the other two, since I haven't read or run them, but I have a suspicion, I would not rate them high, either.Expedition to the Barrier Peaks - It's a wrecked spaceship. All kinds of crazy futuristic items and monsters.
Tomb of Horrors - Clever traps. Entirely about the players figuring out how to cautiously advance rather than grinding through combats.
... and that's two adventure modules right there that I consider to be among the worst. I cannot comment on the other two, since I haven't read or run them, but I have a suspicion, I would not rate them high, either.
Considering the latest WotC module releases (Hammerfast, Slaying Stone), I guess, they're already on the right track.
Agreed. These products are my default recommendations for beginning DMs or DMs otherwise looking for 1st-level adventures, not Chaos Scar or Scales of War or Keep on the Shadowfell. They're noticeably more open-ended, more concise, and have strong hooks.Considering the latest WotC module releases (Hammerfast, Slaying Stone), I guess, they're already on the right track.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.