Mustrum_Ridcully said:
Hmm. Isn't what you describe just a subset of what can constitute a skill challenge? Instead of (the seemingly standard assumption) of picking skills in sequence, you pick them all together and then roll to see what happens. How you arrive on the skills you use doesn't necessarily seem the important part of skill challenges.
But maybe the framework in my mind is more powerful and flexible then the one in the actual DMG. The truth is out there, rolling of some printer...
What skills you use isn't important to the skill challenge
because the skill challenge isn't about using skills. You cannot simultaneously use a 'skill' to describe what the character is capable of
and implement a 'skill challenge' system where the skill you use doesn't matter, as long as you use one. As a wise post states elsewhere, the skill challenge isn't about
what your character does, it's simply about
how much of it they are doing. It's like busywork; you don't actually have to accomplish anything, you just have to perform tasks until the boss isn't looking anymore.
Further, and this is rather critical, what you note is correct. The skill use by the characters is in any order you want. However, the skill challenge rolls
must be done sequentially. You have to determine when the failures occur, because the players aren't avoiding four failures. They are avoiding
four failures before six successes. You can't just have five players throw two dice each and sort it out. They have to roll individually, and sequentially. At which point, the logical progression of skill use is wholly subsumed by the meta-game progression of the skill challenge.
Which, of course, means it isn't really a
skill challenge at all. Just a marginal mini-game that is totally divorced from not only what the
characters are capable of, but also the supposed 'authorial stance' this is supposed to grant the
players.