Hinder a skill challenge / check

I like the idea of their being a risk in assisting. For example with healing, those assisting can mess it up just as well as the surgeon / doctor.

Do you REALLY want to make those character with no suitable skills even more passive? Like "I'll go walk the dog" passive?

I mean, the ancillary rule to this is that you MUST do something each round in a skill challenge. With no way to NOT harm the team effort, the best you can do is to not be at the table at all.

This is why I went with Stalker0's time-limited skill challenge system.
 

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Thanks, these ideas and references are really useful. I like the idea of a "critical failure to assist" - the bumbling dwarf with no diplomacy really putting his/her foot in it and ruining the negotiations of the articulate warlord.

Yeah, I gotta say that the "critical failure to assist" would probably be the best of allowing assisting PC's to hinder a challenge. This way, there's only a 5% chance that something bad will happen, so the chances of it happening to all 4 PC's assisting another's Diplomacy check are very negligible. So you might get 2 successes, 1 failure and 1 critical fail, for a total of +2. That's something you can deal with...but every failure acting as a hindering penalty just encourages players to not assist. Which also means that you'll probably have to drop the level of skill challenges.
 

I have a simple question, is it possible for a group of enemies to actively hinder a skill challenge?

For instance, during an encounter with goblins, there is a trap. The players go about a skill challenge with the trap.

1: Could goblins attempt to shoot at the control box in an attempt to damage it, making it harder to disarm?

2: Could the goblins attempt to fire "warning shots" in the area of the rogue, trying to break his concentration some?

In those cases, a generic -2 to the attempts would be plausible or no?

According to the all-important Rule of Cool, I would say that they can impose a -2 penalty through such actions. It makes the skill challenge dynamic and adds incentive to do well at the challenge as well as eliminate the threat.
 

The main reason I am looking for new ways to do stuff, is my players are overly analytical, and the first skill challenge I ran was immediately followed by a discussion about math:

"Well, see, the probabilities of passing vs failing really are static DC's, therefore it is a simple function of comparing what each player can do against the avg DC's... So, if at the beginning of each skill challenge we all roll intiative to see who goes first, assume a percent chance of 50% that we roll a 10 or better, it would be easier to just look and see if we pass or fail the challenge based on such numbers... and just skip the whole thing..."

Irritating at best, but he has a point... there needs to be more dynamics involved in a skill challenge, otherwise it is merely a statistics class...
 

The main reason I am looking for new ways to do stuff, is my players are overly analytical, and the first skill challenge I ran was immediately followed by a discussion about math:

"Well, see, the probabilities of passing vs failing really are static DC's, therefore it is a simple function of comparing what each player can do against the avg DC's... So, if at the beginning of each skill challenge we all roll intiative to see who goes first, assume a percent chance of 50% that we roll a 10 or better, it would be easier to just look and see if we pass or fail the challenge based on such numbers... and just skip the whole thing..."

Irritating at best, but he has a point... there needs to be more dynamics involved in a skill challenge, otherwise it is merely a statistics class...

It sounds like your players suffer heavily from meta-gamingitis, a horrible affliction with side effects that include turning something fun into a math problem. Also, the statistics don't matter. My group (in which I am a player) had a skill challenge involving following a trail through old forest growth in an area we didn't know. In the first round, we had a natural 2, 4, 3, 3 and a 5. Only one of those checks was a success after applying modifiers.

Statistics illustrate the likelihood of something happening, not the actuality of them doing so.

Also, don't give your players DCs and remember that secondary skills (I think) fall under Hard not Moderate DCs. Encouraging meta-gaming is bad, mmmkay.
 

I personally make use of the -2 aid another house rule when it makes sense. I don't feel a skill like perception should be affected by someone else rolling poorly, however, most other skills such as athletics, acrobatics, intimidate, thievery seem to have direct consequences to failure by even one individual.

- One person struggling at climbing when tied to other player characters would slow the team down.

- Intimidating someone loses a lot of its impact if two out of the four people say things that you feel are unthreatening and possibly untrue.

- Insight only really means something when a lot of people agree...if one person rolls a natural 20, and the other player a natural 1...whose to say which gut feeling is accurate? etc.
 

The main reason I am looking for new ways to do stuff, is my players are overly analytical, and the first skill challenge I ran was immediately followed by a discussion about math:

"Well, see, the probabilities of passing vs failing really are static DC's, therefore it is a simple function of comparing what each player can do against the avg DC's... So, if at the beginning of each skill challenge we all roll intiative to see who goes first, assume a percent chance of 50% that we roll a 10 or better, it would be easier to just look and see if we pass or fail the challenge based on such numbers... and just skip the whole thing..."

Irritating at best, but he has a point... there needs to be more dynamics involved in a skill challenge, otherwise it is merely a statistics class...

The next session - simply tell them that you have calculated the statistical probabilities of their adventure, determined that they would have succeeded on the adventure, give them their experience and treasure and pack up your books.

Maybe they will get the point then....

Its ALL just an exercise in applied statistics.


That said, I have seen few skill challenges that are actually interesting and dynamic as written and no part of published adventures needs more reworking than the skill challenge. In our group, at least, the problem is that we aren't used to having authorial control over the story.

For most players, the traditional D&D model has been:
DM/Players establish a goal
DM sets challenges in front of the players
Players find ways to overcome those challenges.

For 'amorphous' skill challenges the model is:
DM (and often less so the players) establish a goal
Player must create a challenge based on limited information
Player must explain how their character will overcome that challenge.

And this is difficult for most players (myself included). As a DM I tend to fix this by creating a number of specific challenges I can present the players with, but I can see an argument (mostly by those who like more story-tellerish games) that if we could shake the traditional model we might end up with a better game. I dunno.

For example in a recent game we were tasked with sneaking into a Temple as a skill challenge.

Pre-4E this situation might have been modeled by the DM describing the setting and left it up to us to find a way in (either through skills or combat).

In a more traditionally modeled skill challenges the DM might present a series of concrete skill tasks that the players must overcome and allow the individual players to choose which tasks they will attempt (DM: "There is a narrow tree branch extending over the temple walls, and a small, locked door in the rear of the complex." Player: "I will attempt to use Acrobatics to balance while I move across the tree branch.")

In the amorphous skill challenge (the ones which seem to dominate published works, based on my limited experience) the Player must come up with a concrete skill tasks. DM: "You see a Temple surrounded by a high wall". Player: "I look for a tree with a branch extending across the wall and use my Acrobatics to balance as I move across the wall.").

And this is simply too foreign to too many of us. We are too locked into the model where the DM sets up the world and the players work with what the DM gives us. The DM may give clues, mentioning a tree next to the castle walls without mentioning the branch going over the walls. But it is the DM who determines that the branch is there, not the player.

(The other problem lies with the consequences of failure: They are too easy. The consequences of failure in combat are (or can be) death. The consequences of failure in a skill challenge are rarely so obvious. Failure should not result in the players being unable to complete the adventure, but they must have a real consequence. And (as in the case of our last adventure) forcing another level-appropriate combat encounter on the party isn't really a consequence. In fact, I think one member of our group even sees it as a reward. For the skill challenge to have tension, it must have a real and visible consequence for failure. Not an unknown benefit/penalty on an unanticipated future combat (as it has in another skill challenge I have seen. If the reward for success/ penalty for failure for a skill challenge at the start of the adventure is going to be (unbeknownst to the players) whether or not the players are going to get a surprise round in the final encounter of the adventure, the designers have failed to give the players a reason to care about the skill challenge.

And players quickly figure out that skill challenges like this rarely have consequences that really matter.

Try making the consequence of failing at the skill challenge actually be failure. Give them an alternate approach. And make that alternate approach harder/more expensive/whatever. Make them wish they had succeeded (and don't use the full, PCs-can't-fail, errata either).

If Skill Challanges are going to be challenges they should carry consequences just as do the combats. To do otherwise is equivalent to making all combat encounters be balanced for characters of half the party's level.

Carl
 

First off, I only gave them the DC's and all, AFTER the challenge was over... that is when they began breaking it down and found that it really wasn't all that difficult at all...

I like the idea of dynamics more than statics... after all, these same players go through every fight without questioning why they do each fight... because there are so many possibilities, different powers on both pc and npc side, die rolls, HP's, etc etc...

Skill challenges = d20 + Skill vs DC, repeat until challenge is either beaten or failed...

There really is no choice involved other than, "How can I make a skill useful here..." and if they come up with a reasonable explanation, then I can assign a hard DC which on the last one, was a 19 at 7th - 9th lvl (by the errata), which is btw 3-5 lvls above their level at 4th... and with a +8 to +11 means that even on the hard rolls they have a 45% chance of success... but usually they do not have any problems with using the skills at +10 or 11... or hitting my secretly chosen primary skills for the task, so they get a +10 or 11 vs a dc of 14 (moderate difficulty) or dc 8 (easy)...

How is this supposed to challenge them? lol... I am currently trying to go through Stalker's skill challenge ideas to see if it would work better for them... but any other ideas on how I can make it challenging?
 

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