Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Skill Challenge Play Examples?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="kaomera" data-source="post: 4892109" data-attributes="member: 38357"><p>Well, I'm certainly hoping that we'll see more about Skill Challenges in DMG2...</p><p></p><p>When I first read of Skill Challenges I had assumed (or at least was hoping) that they would be a way to make non-combat encounters as (or nearly as) "crunchy" and mechanically tactical as combat. Now, obviously in 4e that's kind of a tall order, but I think they missed the boat simply on the basis that there wasn't really room in the product schedule to provide the number of options for Skill Challenges that where available for combat encounters (powers, different monsters, terrain, dungeon tiles).</p><p></p><p>4e mechanics don't always (if ever) map directly to the "fictional reality" of the game world. I guess this is most obvious in the combat mechanics, where concepts like a "hit" or hp are really abstract and squares behave like circles. When I (at least) imagine the characters creeping into a dusty and dimly-lit room in a moldering dungeon, I don't envision it laid out in perfect 5' squares, nor that the characters are careful to stay in the exact center of each square. So, sometimes, you have to deal with the mechanics and then puzzle out what the results you get mean, in terms of the fiction (or role-play or story, or whatever you want to call it). The problem is that the DMG Skill Challenge rules tend to give the players one best option for proceeding mechanically, and then unless you have the fiction trump (or obscure) the mechanics things just get boring...</p><p></p><p>Failure has to be an option. The point of having different skills is that there's going to be some things that a given character is good at, and others that they just aren't. Personally I'm a bit miffed when my character's limitations are glossed over... (Not as much as when I don't ever get a chance to show off what he's good at, but still...) I agree with the idea that Skill Challenges can create an environment where failure is more acceptable than in combat encounters. I think that it's important that both success and failure (and any partial results in-between) lead to fun in the game. As I said before I really lean towards making success a bonus but not overly penalizing failure, but as long as there's somewhere interesting to go from the results of a failed challenge I don't think it matters. Of course, you will (and should) still have the players doing their best to succeed...</p><p></p><p>So, one thing that stuck in my mind is that every 4e character has something useful to offer in combat. As such "Can we kill it?" becomes the first question players are going to ask when confronted by an obstacle in play. I was thinking that it might be a good idea to have a "backup plan"... And this doesn't have to even be a backup, it might be the first option the players consider before resorting to bloodshed... But, anyway, my thought was to ask the players, before character creation, how they wanted their characters, as a party, to approach the challenges they face in play other than fighting: they can be stealthy & acrobatic ninja-types, political manipulators, con-men, whatever...</p><p></p><p>{Now: I think I should mention that I'm not fond of the way that class skills have been dealt with in 4e. It's part of the flavor built into the game, and that's OK, but I don't personally feel like 6 trained skills is a lot and I also don't agree with the idea that there are just tons of "extra" feats floating around for 4e characters that the player isn't going to be able to throw at Skill Training without losing out on anything else. As a result I'm planning on house-ruling to allow characters a much wider choice of skills, based on character concept rather than class.}</p><p></p><p>So, back to the idea of a backup plan, if every character has a t least 2 or 3 skills appropriate to the kind of solution they have chosen, and if I keep in mind that this is they kind of thing that the PCs are likely to (and that the players are going to want to) try then I think we should end up with a lot more Skill Challenges where everybody has something meaningful to contribute. Not that I won't throw other stuff at them, of course...</p></blockquote><p></p>
[QUOTE="kaomera, post: 4892109, member: 38357"] Well, I'm certainly hoping that we'll see more about Skill Challenges in DMG2... When I first read of Skill Challenges I had assumed (or at least was hoping) that they would be a way to make non-combat encounters as (or nearly as) "crunchy" and mechanically tactical as combat. Now, obviously in 4e that's kind of a tall order, but I think they missed the boat simply on the basis that there wasn't really room in the product schedule to provide the number of options for Skill Challenges that where available for combat encounters (powers, different monsters, terrain, dungeon tiles). 4e mechanics don't always (if ever) map directly to the "fictional reality" of the game world. I guess this is most obvious in the combat mechanics, where concepts like a "hit" or hp are really abstract and squares behave like circles. When I (at least) imagine the characters creeping into a dusty and dimly-lit room in a moldering dungeon, I don't envision it laid out in perfect 5' squares, nor that the characters are careful to stay in the exact center of each square. So, sometimes, you have to deal with the mechanics and then puzzle out what the results you get mean, in terms of the fiction (or role-play or story, or whatever you want to call it). The problem is that the DMG Skill Challenge rules tend to give the players one best option for proceeding mechanically, and then unless you have the fiction trump (or obscure) the mechanics things just get boring... Failure has to be an option. The point of having different skills is that there's going to be some things that a given character is good at, and others that they just aren't. Personally I'm a bit miffed when my character's limitations are glossed over... (Not as much as when I don't ever get a chance to show off what he's good at, but still...) I agree with the idea that Skill Challenges can create an environment where failure is more acceptable than in combat encounters. I think that it's important that both success and failure (and any partial results in-between) lead to fun in the game. As I said before I really lean towards making success a bonus but not overly penalizing failure, but as long as there's somewhere interesting to go from the results of a failed challenge I don't think it matters. Of course, you will (and should) still have the players doing their best to succeed... So, one thing that stuck in my mind is that every 4e character has something useful to offer in combat. As such "Can we kill it?" becomes the first question players are going to ask when confronted by an obstacle in play. I was thinking that it might be a good idea to have a "backup plan"... And this doesn't have to even be a backup, it might be the first option the players consider before resorting to bloodshed... But, anyway, my thought was to ask the players, before character creation, how they wanted their characters, as a party, to approach the challenges they face in play other than fighting: they can be stealthy & acrobatic ninja-types, political manipulators, con-men, whatever... {Now: I think I should mention that I'm not fond of the way that class skills have been dealt with in 4e. It's part of the flavor built into the game, and that's OK, but I don't personally feel like 6 trained skills is a lot and I also don't agree with the idea that there are just tons of "extra" feats floating around for 4e characters that the player isn't going to be able to throw at Skill Training without losing out on anything else. As a result I'm planning on house-ruling to allow characters a much wider choice of skills, based on character concept rather than class.} So, back to the idea of a backup plan, if every character has a t least 2 or 3 skills appropriate to the kind of solution they have chosen, and if I keep in mind that this is they kind of thing that the PCs are likely to (and that the players are going to want to) try then I think we should end up with a lot more Skill Challenges where everybody has something meaningful to contribute. Not that I won't throw other stuff at them, of course... [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Skill Challenge Play Examples?
Top