Hussar said:
Of course he would require three more successes. You still haven't disarmed the ENCOUNTER. A further three failures would see the dryad attack, for example. Depending on how much poking and prodding the PC's do, it could still set off the trap.
Note, the skill challenge is not limited to one single element - the trap. The skill challenge includes all elements in the scene - the trap plus the dryad.
Nothing in the scenario above is time constrained, so, the amount of time they take is irrelevant. The trap going off spontaneously could easily be one result of four failures. The dryad getting more and more frantic as the PC's gather around the trap to check it out and then getting antagonisitic is another. Heck, on the fourth failure, a crow lands on the corpse, pecks out its eye and the trap goes off.
Again, you equate Trap with Scene. They have enough successes to defeat the scene. Thus, nothing that happens afterwards will be bad. Perhaps the trap is a dud.
I imagine that the DMG will include advice on how to handle this. It's no different really than if you want to bang on the trapped chest - it goes off. You failed, not because of the 4 failures, but because you chose not to accept the skill challenge at all.
But, say you shoot the body down with an arrow. The body falls and bursts open. Now, how does the dryad react to this? Suppose that you now get six successes and calm the dryad down. Did you succeed or fail the skill challenge? The trap is disarmed and the dryad is friendly. I'd say you succeeded.
In an RPG there is no such thing as causality. Only what the DM rules happens. If something is unknown to the players, then it does not exist as far as the players are concerned. It's more of a quantum approach to the game - everything has occured can be known, but, until such time as it has been resolved, all bets are off.
And that applies to the DM as well.
But, in the end, Celebrim, the problem is that you have artificially narrowed the challenge to exclude all the actors. There is the trap AND the dryad and they are both included in the skill challenge. There is no one right way to solve the skill challenge and there can be any number of possible resolutions that range from catastrophic failure to perfect success.
I can really see this shift requiring a lot of reevaluation of how we DM because D&D has never been presented in this way before.
Wow. I would walk away from a game that worked as you described it. Seriously. I cannot put into words how distasteful that system would be. Fortunately for me, I don't think the 4e skill challenges will work like that -- mostly because I think the developers are better than that.
Don't get me wrong. I very, very much would like to see some added structure to puzzle solving and social encounters. Solving a trap should be more than having the rogue PC roll one or two checks against a single skill, but it also shouldn't be a simple flurry of any old skill checks, either. In this case, not all skills are created equal. Disable device is simply more appropriate to the situation (as is Healing, and maybe Diplomacy, depending on the defined scope) and that needs to be reflected in the mechanics.
My hopes for the skill challenge rules they, first of all make a significant non-combat encounter feel significant by expanding the scope beyond a single roll by a single character. They should also reward appropriately prepared parties by favoring the most applicable skills (maybe success and failure with disable device counts double toward the scenario). But, no challenge should shut out parties that don't have the exact right skill (it
is a game, after all). Nor should a challenge restrict action to a single character (again with game and group activity).
So, I'd like to see things handled in such a way that a perception, healing, or knowledge(history) check would give the PCs notice that the body is trapped and count as the first success. Disable device is the obvious choice for fixing things, so I'd count a success or failure as double value, and I could see the same argument for healing. Since that doesn't hit the 6 success threshold set for the challenge, I might require another disable check (or alchemy, etc.) to deactivate the trap. On the other hand, it might convincing the dryad to let the PCs close to the tree before they can even attempt to disarm it. And there are some other factors that could probably be addressed, too.
That takes us to a place where a skill challenge is something of a mini adventure in itself, with somewhat amorphous flows. That'd be fine so long as the system accounts for PCs occasionally taking a
passwall-like action that "crits" the encounter (or fumbles it, as the case may be). The system had better help DMs structure these encounters, too -- I don't want to spend an entire evening mapping out the vagaries of a single encounter. And, I hope that it handles checks that are passive -- the samurai shouldn't have to say "I think about history and how this applies", though it's fair for the player to remind the DM about certain skills or suggest applications.
That was a lot longer than I'd meant it to be, and shouldn't be taken as my interpretation of how I believe things will be handled. It's just a train-of-thought blurb on how things could be handled and/or some of what I see as being issues that need to be addressed for the system to be worthwhile.
Celebrim does have some extremely good points and concerns about what we know about the challenge system. I'm looking forward to 4e and I'm to give the benefit of the doubt that it'll turn out reasonably well in this area. I'm not exactly reassured by what would apparently please some people, though.