Mustrum_Ridcully
Legend
The plan you are making will probably require you to perform activities in sequence. Each activity is assigned a skill check, and thus you still have the sequence.Storm-Bringer said: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.
Thinking about this further:
This, off course assumes that any plan ever survives enemy contact.
The non skill-challenge approach would be to make each skill a single task, and if you fail, you'd have to reconsider your plan, or you try the task again, until it's no longer possible.
The skill-challenge approach might change the dynamic - a skill check doesn't mean you did outright fail at a specific point. You probably still succeeded in what you tried, but there is a complication, and if enough complication arise, the plan (and the challenge) will fail. In a "heist" adventure, a failed Stealth check might represent you alerting the guards to be more careful, or that you just lost more time then planned. If failures happen often enough, the guards might trigger an alarm or spot you, or you just don't arrive at a designated goal in the time you planned. Skill challenges can remove retries (nice) and reevaluation of plans (might be good or bad, depending on preference)