I actually haven't enjoyed skill challenges too much (that might come as a surprise considering I spent so much time developing my own challenge system).
What we've experienced and what I can only understand from the rules is that it only pays to use your trained skills. Simple mathematics is that +5 is much better than +0.I2K, I'm not sure I understand. Do you want to give me a hypothetical example of what you mean? That might help me out!
perhaps just use your ally's modifier, so instead of him rolling on your idea you roll as him.
So, what can you do, or what do you do to encourage players to use their crappy skills?
What we've experienced and what I can only understand from the rules is that it only pays to use your trained skills. Simple mathematics is that +5 is much better than +0.
So, what can you do, or what do you do to encourage players to use their crappy skills? I play a ranger and I'm not trained in diplomacy. Yet, if we're actually role playing I can come up with some great stuff--for no reason. It absolutely doesn't pay for me to try and role the skill challenge properly. I have NO motivation whatsoever to get into it and focus on the challenge itself instead of how I can use my 5 trained skills. I frequently come up with great ideas and instead of following them through and being rewarded I fail, sometimes miserably. Or, worse IMO, I "hand off" my great idea for someone else to execute; which basically amounts to "I say what he said!"
Unfortunately, there's no system to account for this. It could be something like all unmodified rolls (so everyone is effectively equally trained in all skills) or perhaps just use your ally's modifier, so instead of him rolling on your idea you roll as him.
Agreed. I handed out treasure cards as different clues were gathered or dropped little hints/foreshadowing at each success.I've seen several suggestions to stick to larger-scale (or long-term, time wise) stuff for Skill Challenges. I'm also beginning to think that making each check a discreet thing, with it's own lesser rewards and consequences may be the way to go. Not sure entirely how to handle that, but it would tend to make the players more thoughtful about what skill checks they made (rather than just sticking to their one best skill). At best it might get players thinking of how many failures (for the overall Skill Challenge) they can risk to go after personal gains (via the individual rolls)...