Storm-Bringer said:
Exactly. There is an indeterminate cloud of possible steps. Any six of which will solve the challenge, in any order. There isn't a specified order of steps that must be taken to solve the encounter. Hence, the actions are irrelevant.
This is only true when you let it be. Nothing stops you from making a skill challenge where the actions are relevant, and only skill X can be used at step 1, or skill Y at step 2.
Storm-Bringer said:
So, you are suggesting that the DM arbitrarily negate a success roll?
No, I am suggesting that the PCs may choose to negate a prior success. Just as you may choose to ignore good advice your friend gives you in real life. I do not recommend this (in game, or in real life).
Storm-Bringer said:
Additionally, how are the players to 'build' on their successes? They can only continue to roll skill checks. The initial Athletics check has no relevance to the subsequent history check.
Sure it does, though indirectly. The players build on their successes of discovering that it is a trap by taking actions that bring them closer to disarming the trap.
Storm-Bringer said:
In other words, you are advising adjustment of the success and failure tallies in the middle of an encounter.
Where? No, I am advising that if the task requires 6 successes to overcome, it requires 6 successes to overcome. It can only be accomplished in 3 rolls if those rolls somehow count as multiple successes. This means that if disarming the trap takes 6 successes, you can't disarm it with one Thievery skill check. You might be able to with 6 thievery skill checks.
Storm-Bringer said:
In fact, no. The more complex a task becomes, the more critical the need to perform steps in a certain order.
This is only true when it is true. If the task actually requires that steps be done in a certain order, have the players do them in that order. Nothing in the system prevents that.
Storm-Bringer said:
Further, you are suggesting that the DM enforce a certain chain of events, which is exactly what this skill challenge system is designed to avoid.
Incorrect. This is how hong and others will use the system, because it is what they find fun. What the system is designed to do is provide a concrete framework for resolving noncombat challenges in such a way that adventure designers and DMs can reasonably gauge the likelihood of PC parties of a given level to succeed at them without having to know what's on each character's sheet.
It's also designed to let all characters participate in the system, because the system itself does not specify which skill checks are required. If step 1 is "Ford the river so that you can continue chasing down the bad guys" athletics is the obvious skill to swim it. But the rules don't prevent you from allowing a Perception check to notice that there's a safe spot to cross twenty feet down the way, and they don't stop you from using some kind of Acrobatic stunt to leap across. Either way though, there's nothing stopping you from laying down a "You must cross the river" step 1, and disallowing any skill that doesn't fit that.
Storm-Bringer said:
The only thing that determines which rolls progress someone to the solution is the meta-game success or failure.
No roll should be allowed in which success cannot be construed as progressing toward overall success and failure cannot be construed as progressing toward overall failure.
Storm-Bringer said:
Precisely. Every roll affects the outcome, not every action. The action is only relevant to the sequence once the outcome is determined. Any given roll in the sequence is irrelevant until the final success or failure is rolled. The action of kicking the corpse around the clearing is only relevant when the final success or failure is rolled.
Baloney. The action of kicking the corpse around the field sets off the trap, because the player has clearly given up on the skill challenge.
Storm-Bringer said:
Only because of the outcome. The description was not possible until the outcome was determined. No single action has a causal connection to any other action until the skill challenge is passed or failed.
Baloney. Read the post again. The descriptions of every individual action and their consequences were given BEFORE knowing the skill challenge was passed or failed.
Storm-Bringer said:
If they don't lead to each other in a causal fashion, then they have no connection whatsoever. Until the outcome is determined. Hence, there is no actual teamwork, which is what this system is designed to promote. If the goal is simply six successes regardless of the skill involved, then each player is free to do their own thing to garner those successes. The only aspect of teamwork present is that everyone is rolling a skill check. That is no greater progress towards teamwork than combat, where each player is doing their own thing.
Except that this what actually happened in the challenge you're referencing is that the characters worked together as a team and built on each others successes to overcome the challenge. So yeah, if the players don't want to, they don't have to. But they did, somehow.