the Jester
Legend
Emphasis mine. Of all the DM's I've had, the ones that I've liked the best are the ones that allowed me to give them a valid reason why this skill they may not have considered should be allowed.
I agree. At my table if a player can think of a reasonable use for a skill that the DM didn't account for, it's allowed. The issue is that sometimes a PC simply won't have a pertinent skill. How many statues can the fighter honestly lift while negotiating a peace treaty with the king, before the game becomes farcical?
Personally, when setting up a SC, I give the party a challenge and then give myself a list of likely actions the party might try and the DCs attached. It's not a list of "these skills work in these particular ways" so much as "here are some approaches they might attempt that I've thought about in advance." Sometimes the same skill might have vastly different DCs depending on how it's applied, too.
Strangely, I think being a sandbox dm might give me a big advantage in running skill challenges this way; I'm used to running with player ideas and choices in terms of the campaign's direction, so it's almost second nature to incorporate that style into SCs too.
Just for S&Gs, here's a skill challenge I used a couple of games ago. It was actually much more structured than many of my SCs. To give some background, Tarent is an immoth leader that the pcs were seeking in order to pursue their nemesis, Quah-Nomag, to the Mountain of Ultimate Winter, the immoths' hidden home in the Elemental Chaos. Tarent himself lives in a dungeon called Bile Mountain, cleaned out by a different group of pcs long ago. He has recently seen indications that the dreaded Bile Lords may be resurfacing, and in addition, has an unruly and subversive immoth named Trakkekt trying to supplant him.
[sblock] SKILL CHALLENGE: Getting Tarent's Aid in Reaching the Mountain of Ultimate Winter:
Assuming that pcs attempt to bargain for assistance in reaching the Mountain of Ultimate Winter, Tarent's first response is to flatly refuse, at which point this skill challenge begins.
What the Players Know: Inform the players that the pcs can bargain as long as they like, but the skill challenge has a limited number of ten minute rounds (during which each pc may make one check); after that, Tarent's position has hardened to its final position. If there are only three pcs present, the challenge has 4 rounds; otherwise, it has only 3 rounds. In attempting to persuade Tarent, the pcs will gain and lose influence points; the number of influence points the pcs have at the conclusion of the skill challenge determines Tarent's final position.
Running the Skill Challenge: The following are some examples of ways to gain or lose influence points with Tarent. However, creative players will doubtless come up with other approaches.
Peaceful Intent: If the pcs have not killed an immoth, they start with 1 influence point. If they have not killed anything on this level, they start with 2 influence points.
Investigate the Bile Seeps: A party that offers to pass up the stairs and investigate the possibility of a Bile Lord earns 2 influence points, or 4 influence points if they agree to wait for any information until they successfully breach the upper level and return.
Slay Trakkekt: If a pc has used Insight to ascertain that Tarent has a secondary concern (see below), the party can offer to slay Trakkekt. This gains the party 1 influence point.
Instant Friends or Similar Powers: A power such as instant friends will gain the pcs 3 influence points and will get Tarent to answer questions about the Mountain of Ultimate Winter excluding those that reveal its location. He will also volunteer that the place is so cold that even most creatures made of ice freeze to death there. The immoths, being the true natives of the place, can survive through rune-magic, and he could give a group the ability to survive there for a few days.
Demonstrations of Puissance: If the party has already offered to investigate the possible return of a Bile Lord, they may attempt to demonstrate that they have what it takes to traverse the stairs by making Arcana, Acrobatics, Religion, Thievery, Diplomacy, Bluff, Athletics or Endurance checks, DC 25. Each skill can be checked only once and gains the part 1 influence point.
Gifts: Though Tarent is not moved by mundane riches, an offer of a ritual of at least 15th level from a source other than the Players Handbook or Arcane Power earns the party 1 influence point; a second ritual of at least 18th level earns the party a second influence point, and if the pcs can offer him a third ritual of at least 20th level they can earn a third influence point, but that's the maximum rituals can earn the party. Similarly, if the party gives Tarent a magic item of 20th level or higher, they can earn 1 influence point.
Arcana: A character trained in Arcana may be able to find common ground with Tarent. This requires an Arcana check, DC 26. Success gains the party 1 influence point; failure costs them 1 influence point. The party may only gain 1 influence point this way.
Bluff: The pcs may attempt to trick Tarent, which is a surprisingly easy task. A Bluff check will succeed against him if it beats his opposed Insight check (his bonus is +10). This will earn the pcs 1 influence point, but each time he succeeds on his Insight check, he gains a cumulative +5 bonus to subsequent Insight checks in the challenge. A success earns the pcs 1 influence point, while failure costs them 2 influence points.
Diplomacy: The most straightforward way to influence him is with successful Diplomacy checks. The Diplomacy DC to influence him begins at 18 but increases by 2 each time the party makes a successful check. Success gains the party 1 influence point, while failure loses the party 1 influence point. A character can also attempt a DC 18 check to aid another character in the attempt; failure instead gives a -2 penalty.
Insight: With an Insight check, DC 28, the party can determine that Tarent has a secondary concern beyond his problem with bile. This doesn't earn them an influence point, but may allow them to learn about his problems with the mad immoth Trakkekt in area 92, which opens up the “Slay Trakkekt” option, above.
Intimidate: Attempts to Intimidate Tarent into speaking are difficult, but not impossible. The DC is 31; success earns the pcs 1 influence point, while failure costs them 1 influence point. If this reduces the party below 1 influence point, Tarent orders his bodyguards to attack the insolent fool that threatened him; after one round of attacks, if the party refrains from making any attacks, he calls his bodyguards off. The party can only gain 1 influence point this way.
RESULTS OF THE SKILL CHALLENGE
At the end of the skill challenge, the number of influence points the party has accrued determines the amount of help that Tarent is willing to offer:
Influence Points --- Results
Fewer than 6 --- Tarent turns the party away with no aid. If they persist in badgering him, he \grows angry and attacks. No skill challenge xp.
6 to 7 --- Tarent offers to plant a set of teleport coordinates to the Mountain of Ultimate Winter in the mind of one member of the party, explaining that the coordinates will be impossible to express to another and will burn themselves out of the recipient's mind once they have been used once. The party earns 2,800 xp.
8 to 9 --- Tarent offers to guard the party against freezing to death with his rune-craft, warning them that it will only last one day. He also offers to plant a set of teleport coordinates that lead to the Mountain of Ultimate Winter in the mind of one member of the party, explaining that the coordinates will be impossible to express to another and will burn themselves out of the recipient's mind once they have been used once. The party earns 5,600 xp.
10 --- Tarent offers to transport the party to the Mountain of Ultimate Winter, though they will have to descend out of the dimensionally locked area of Bile Mountain first. He also offers to guard them against freezing to death with his rune-craft, but warns them that it will only last one day. The party earns 8,400 xp.
11 --- Tarent offers to transport the party to the Mountain of Ultimate Winter, though they will have to descend out of the dimensionally locked area of Bile Mountain first. He also offers to guard them against freezing to death with his rune-craft, but warns them that it will only last one day. Finally, he gives them one potion of recovery (PH 255). The party earns 9,800 xp.
12 --- Tarent offers to transport the party to the Mountain of Ultimate Winter, though they will have to descend out of the dimensionally locked area of Bile Mountain first. He also offers to guard them against freezing to death with his rune-craft, but warns them that it will only last one day. Finally, he gives them 3 potions of recovery (PH 255). The party earns 11,200 xp.
13 --- Tarent offers to transport the party to the Mountain of Ultimate Winter, though they will have to descend out of the dimensionally locked area of Bile Mountain first. He also offers to guard them against freezing to death with his rune-craft, but warns them that it will only last a maximum of 3 days. Finally, he gives them 3 potions of recovery (PH 255). The party earns 12,600 xp.
14 or more --- Tarent offers to transport the party to the Mountain of Ultimate Winter, though they will have to descend out of the dimensionally locked area of Bile Mountain first. He also offers to guard them against freezing to death with his rune-craft, but warns them that it will only last a maximum of 3 days. Finally, he gives them 5 potions of recovery (PH 255). The party earns 14,000 xp.[/sblock]