The Hitcher
Explorer
Okay, this may not fix the skill challenge maths in as much detail as say, Stalker0's system (http://www.enworld.org/showthread.php?t=229796), but it's a lot simpler:
Simply set the Success/Failure ratio for ALL skill challenges at 1:1. ie. 3 successes before 3 failures, or 5 successes before 5 failures etc. XP rewards should then be set based on the relative DC of the challenge, rather than the Complexity.
Leave all other rules as written in the DMG.
This way, an average skill challenge for reasonably skilled characters will tend to succeed approximately 50% of the time, or about as easily as an average Skill Check.
Higher Complexity ratings will create more complex role-playing scenes, while making very little difference to overall difficulty (which actually seems to be the intent of the rules), while difficulty can easily be managed roll-to-roll by making small adjustments to DC. Enterprising players can also improve their odds dramatically by finding ways to get sundry +2 bonuses, without things getting ridiculously easy.
Having two separately adjustable variables in the system (Complexity and DC) may seem to offer more flexibility, but in the end it tends to create confusion. A similar issue was one of the main reasons that White Wolf updated the central ruleset of their World of Darkness games.
Simply set the Success/Failure ratio for ALL skill challenges at 1:1. ie. 3 successes before 3 failures, or 5 successes before 5 failures etc. XP rewards should then be set based on the relative DC of the challenge, rather than the Complexity.
Leave all other rules as written in the DMG.
This way, an average skill challenge for reasonably skilled characters will tend to succeed approximately 50% of the time, or about as easily as an average Skill Check.
Higher Complexity ratings will create more complex role-playing scenes, while making very little difference to overall difficulty (which actually seems to be the intent of the rules), while difficulty can easily be managed roll-to-roll by making small adjustments to DC. Enterprising players can also improve their odds dramatically by finding ways to get sundry +2 bonuses, without things getting ridiculously easy.
Having two separately adjustable variables in the system (Complexity and DC) may seem to offer more flexibility, but in the end it tends to create confusion. A similar issue was one of the main reasons that White Wolf updated the central ruleset of their World of Darkness games.