Dave Turner
First Post
Double-posting: all the cool kids are doing it.
Uthred said:Im afraid that I'm still awaiting my DMG in the post. But from what I've gathered higher complexity tasks represent more dangerous tasks with higher chances of reward. If thats correct then why are people assuming that its an error not a design goal that more complex tasks are easier? The main goal of 4e appears to be "Fun" and its certainly not fun if your players cock up a complex skill test and get executed because they spat in the queens eye or some such.
QUOTED FOR EMPHASIS!Stalker0 said:I appreciate a lot of the compliments I have received for starting this post, but let me say that I wasn't the first person to reveal this problem, there were threads on it before I even knew there was a problem.
However, if you would like to give me praise, please follow the link in my first post. This is a solution to the skill challenge problem. It sets the win rate at a good number, it lowers the variability between complexities, it reduces the variation with changing skill DCs, it fixes the problem that higher complexities can give easier results, and its more interactive and dynamic then the original system. I have spent hours and hours going over calculations and simulations to make it work, and I'm very proud of it.
Further, its only getting better! I'm already working on a new simple and elegant rule to reduce the variance even more. With luck, the new system will be absolutely rock solid. So please take a look.
People are asking the question, can you simply use the numbers in the table, don't add the +5, and will the system work?
The answer is...kind of. The win rate becomes much more reasonable, but you still have the complexity inversion problem, and the system is HORRIBLY intolerant of variation. The difference in win rate between complexity 1 and 5 is huge. The difference for a party with a 65% chance of beating each skill and a 60% is large. Its just not a good system either way.
Nail said:Read page 42. The reason becomes evident if you read the section. Try that before posting to avoid embarrassment.
The DCs presented in the chart are for attacks. That's why the +5 for skill checks are not added.
But the players don't get to choose how complex the encounter is.Nail said:DM: "You PCs can either try this low complexity task (which you are more likely to fail) or this high complexity task (which you are more likely to succeed). Which do you chose?"
I played in one skill challenge, convincing some cultist guy in KotS to spill info. The Ranger had no skills that could possibly help. The Fighter had Intimidate but failed every time. I had Bluff, Diplomacy (which was ruled wasn't going to work because he was fanatic and belligerent, so I didn't roll it), and Insight.gribble said:I've also played in two skill challenges, straight out of the DMG (convince a noble and speak with dead).
We failed both pretty miserably. Not only that, but it wasn't really "fun" either. One PC was the only character with a reasonable chance of success (and then only using one skill), so he made all the rolls. The other characters were too afraid to do anything but "aid another" - all they managed if they tried anything else was to rack up failures.
The mathematical proof certainly backs my empirical evidence of the system to date.
Nail said:You might want to read your statement over again. Carefully.
Why should higher complexity tasks, which offer more XP, have a greater chance of success?
gribble said:I've also played in two skill challenges, straight out of the DMG (convince a noble and speak with dead).
We failed both pretty miserably. Not only that, but it wasn't really "fun" either. One PC was the only character with a reasonable chance of success (and then only using one skill), so he made all the rolls. The other characters were too afraid to do anything but "aid another" - all they managed if they tried anything else was to rack up failures.
Both of your groups seem to have taken the tack that if the skill isn't listed as a primary skill, it flat-out doesn't work - is that the case? Our group interrogated a prisoner using intimidate, diplomacy, insight, perception, nature, heal... I forget what else. Generally "pick a skill you're pretty good at, think up a way in which it applies, DM determines result". Some of those end up being +/- 2s, some of them directly contribute. Particularly appropriate descriptions net a bonus to the roll, and totally inappropriate ones net a penalty.Rystil Arden said:I played in one skill challenge, convincing some cultist guy in KotS to spill info. The Ranger had no skills that could possibly help. The Fighter had Intimidate but failed every time. I had Bluff, Diplomacy (which we ruled wasn't going to work, so I didn't roll it), and Insight.
LostSoul said:Funny, it seems to me that the chart is for "Actions the Rules Don't Cover". Since skill checks and Skill Challenges are both covered by the rules, the +5 doesn't seem to apply.
Since adding that +5 throws the math off, and it looks right without the +5, I really don't see what the big problem is.