Note, I do not own the DMG 2, so quoting the book to me gets you nowhere.
So you haven't read RAW? And you are asserting that the subsystem
widely acknowledged as basic at best, fatally flawed at worst is right?
Oooohhkay.
"Don't bother me with RAW folks. I don't care what anyone or anything else says. Regardless of your logic, references or even by the fact that you are the authors of the game. My opinion is right and yours is wrong."
Sorry, why am I talking to you? It might be best if we just agree to disagree here. Everyone else on this thread (and it's reflected XP awards) seems to agree with me. You should probably just do what works for your players. I mean you're and experienced DM and know your group so run with what works for you.
No, they are not entwined. They are discreet events that are lined up in succession. I must succeed (or fail) at one to proceed to the next one. Granted, my success or failure might impact the next part of the skill challenge, but, then again, it might not.
Wrong. Your result with a given check will lead to a different scenario for the following check. You aren't stopped. It's not linear. That's kinda the point of adhoc.
Have you even read what I've been saying? Or just picked bits out?
To be totally honest you are coming across as either someone who is trolling or a player who doesn't really grok SC design and implementation.
For example, in the crevasse example above, until such time as I cross that crevasse, I CANNOT get to the moon door. We have two separate, linear events. I must do A to proceed to B and then to C and then to D. Success or failure at any point will make it easier or more difficult at the next step, but, at no point can I simply jump from A to D.
Sure you can. A failure at the crevasse shouldn't and wouldn't bar progress. If the party fails they lose precious time, because they have to take the long way around.
Enough failures accumulating enough lost time will mean they get to their destination too late.
Standard stuff, BTW.... All spelled out in DMG2.
OTOH, in my example, of the more compact skill challenge, the players can try any number of options simultaneously, some of which may open up further options on success.
And in my example of the more compact skill challenge the same is true. But it doesn't need to be played in an ugly metagame context of pooling checks to complete a complex objective.
I guess I just really dislike the linear nature of what you're outlining here. It's not a gamist thing. I just don't see skill challenges as being anywhere near that linear in nature. I should be able to have a skill challenge where any number (well limited by the number of players) of options can be undertaken at the same time in order to achieve the over arching goal.
There's nothing linear about what I suggested. You are reading that into it. And you seem to be the only one doing so.
Because a single Thievery check should open the portcullis normally? Or disable the drop ceiling? Either of which ends the threat. By announcing this is a skill challenge, the DM changes the assumptions at the table (that a single Thievery check will disable a trap or mechanism, which is does outside of a skill challenge) and lets the players know right off the bat that this situation is more complex than normal and additional elements are going to be in use.
Exactly my point! A single thievery check should open the portcullis! Maybe two checks if it has two locks. And a single check or two checks should stop the sinking spiked ceiling! And a perception or dungeoneering check should tell you this! And a diplomacy or intimidate check should help slow down the attacking monsters!
And failing at one of these wouldn't be overall failure... But failing at enough of them will be. You just do not need to bundle them up to play it out.
With your system what it sounds like you are saying is "make X successful checks to stop it all and if you get 3 fails first the whole lot doesnt work"!
This is also my approach.
Good man
You should pick up the DMG 2. It has much better advice than the DMG 1, specifically for non-linear, success/failure driven adventure-building (and not just the skill-challenges chapter).
?
The example you are referring to is anything but linear. It proceeds in different directions based on successes and failures. The only thing linear about it is the time element, which admittedly, does play a larger role than you prefer.
He's the
only poster on here refusing to understand or accept this. In fact refusing to understand or accept anything until there's no reasonable way he can argue against it.
If you google his activity on this site you'll see he's invariably tied up in arguments and disagreement. And I can't find more than a couple of posts in his feed where he isn't actively disagreeing with someone.
At least that's how it's seeming to me. I guess time will tell...