This deserves a better response than I gave it last time, so let me attempt to do it now.
I'm going to continue running under my assumption that the primary design purpose of the skill challenge system is to lay down an idea of what skill DCs and ratio of successes to failures required for 'success' are, in some sense of the word, 'level-appropriate'.
This is exactly like a skill challenge except that the arbitray tally of successes and failures is replaced by the arbitrary whim of the DM, or the arbitrary whims of the players and DMs working in concert, or whatever other arbitrary convention you replace it with. Arbitrariness is not removed from the system.
Meanwhile, if the system is well designed, the arbitrary tally of successes and failures conforms to a likelihood of success by characters of a given level, much like the CR system (or 4Es XP-based encounter-building system) is.
Like the CR system, a well-designed skill challenge system (including, yes, an X before Y subsystem) can assist you in designing this narrative map as a level-appropriate challenge, as well as assisting you in adjudicating the results of 'winging it'.
That doesn't mean that every path leading to overall success needs to require X successes if you've planned them out ahead, just like every encounter doesn't need to be EL = Party Level. But having a baseline to work from is better than not, and having some guidelines for how long to draw out the encounter when the players stray from the path is also handy.
Yes. And many DMs don't need the assistance of the CR system to plan out their combats, but I would suggest that few of them begrudge its existence. Likewise, some will not need the assistance of the skill challenge guidelines to adjudicate noncombat challenges in a way that keeps their players entertained and involved, nor to give them a fair shake at success while keeping the threat of failure real and imminent.
Yes. A set of guidelines that assists you in adjudicating overall success and failure is complementary to this, not antithetical.
The skill challenge system still leaves a lot to GM judgment, and will almost certainly play out differently between groups.
I'm going to continue running under my assumption that the primary design purpose of the skill challenge system is to lay down an idea of what skill DCs and ratio of successes to failures required for 'success' are, in some sense of the word, 'level-appropriate'.
Celebrim said:Or, you could just 'wing it', responding to the various propositions the the players make and creating content as needed. This is almost exactly like having a skill challenge, sans the arbitrary tally of abstract successes and failures.
This is exactly like a skill challenge except that the arbitray tally of successes and failures is replaced by the arbitrary whim of the DM, or the arbitrary whims of the players and DMs working in concert, or whatever other arbitrary convention you replace it with. Arbitrariness is not removed from the system.
Meanwhile, if the system is well designed, the arbitrary tally of successes and failures conforms to a likelihood of success by characters of a given level, much like the CR system (or 4Es XP-based encounter-building system) is.
Celebrim said:Or, you could use a narrative map instead, in which various decisions moved the party between preplanned scenes and challenges. That you wouldn't have to have the whole city layout prepared (much of which would go unused anyway). And you could combine that with 'winging it' when or if the party went off the map.
Like the CR system, a well-designed skill challenge system (including, yes, an X before Y subsystem) can assist you in designing this narrative map as a level-appropriate challenge, as well as assisting you in adjudicating the results of 'winging it'.
That doesn't mean that every path leading to overall success needs to require X successes if you've planned them out ahead, just like every encounter doesn't need to be EL = Party Level. But having a baseline to work from is better than not, and having some guidelines for how long to draw out the encounter when the players stray from the path is also handy.
Celebrim said:Or you could really mix it up and use a combination of random encounters, a game map, a narrative map, and winging it - which is what most DMs are doing after they've been on the job for a couple of years.
Yes. And many DMs don't need the assistance of the CR system to plan out their combats, but I would suggest that few of them begrudge its existence. Likewise, some will not need the assistance of the skill challenge guidelines to adjudicate noncombat challenges in a way that keeps their players entertained and involved, nor to give them a fair shake at success while keeping the threat of failure real and imminent.
Celebrim said:All of which is really quite reutine. In a typical city escape challenge, you have some rough idea of the physical layout of the city and the hazards of escaping it (are thier natural obstacles?, is it on an island?, is it walled?, does it have regular patrols?, does it have streets or canals?, how big is it?, how deep within the city are the players?, what section of the city are they in?, etc.) You have some idea of the demographics of your campaign and the city in particular (what level are typical guards in my campaign world?, what races inhabit the city?, what resouces do the pursuers have?). So you respond to the PC's propositions and set the challenge according to what they do. If they want to flee, well then you improvise a chase scene, possibily with a couple prepared (or at least preimagined) chase scenarios. If they want to fight, well then you improvise some combat. If they want to talk, then you improvise that. Perhaps they end up doing a bit of everything.
Yes. A set of guidelines that assists you in adjudicating overall success and failure is complementary to this, not antithetical.
Celebrim said:The only problem with it is that it makes a lousy system for handling a tournament encounter because it doesn't communicate to the end GM user exactly how you wanted the encounter to play out. It's too abstract. It leaves too much up to GM judgement. It is not going to be played out consistantly between groups.
Enter the skill challenge system.
The skill challenge system still leaves a lot to GM judgment, and will almost certainly play out differently between groups.