Skill Challenges - replacing level dependent DC's with modified saving throws

babinro

First Post
I've been putting some thought in a system for skill challenges that essentially removes the DC's problem by level and replacing it with something that could be used regardless of level. I also want to keep skills relevant. I'd really appreciate some feedback in how this could be improved or how it might be flawed.





Rounds:
Each PC must participate in some way each round.
Each player can only perform one task per round.
Initiative rolls are optional
A player can use their turn in the round to instead 'Aid Another' as per the rules below.


DC's: Roll a d20, using it's result to determine success or failure.
Easy: 6 or higher
Moderate: 10 or higher
Hard: 14 or higher


Circumstance bonuses:
If you're trained in the skill, you get +1 mod.

If you have a magical item further boosting the attribute you get +1 mod.

Armor Check Penalty: If the skill has an armor check penalty associated with it, apply it's modifier to the roll. (-1 for hide, chain. -2 for plate. -2 heavy shield). A player may stow their shield so as to remove its penalty if desired.

A skill check can modify future checks or future rounds by +1/-1 in place of being an overall success or failure to the skill challenge via DM discretion.

Aid Another: Make a Moderate DC check applying all bonuses and detriments from the above circumstances.
Successful checks result in +1 bonus to the player you're assisting.
Failure results in a -1 bonus to the player you're assisting
Only one player may 'Aid Another' on any given check, doing so uses up their actions in a round.



Difficulty:
Difficulty is set by the DM. It is impacted by the challenge of the task at hand and by the reasoning given for said skill check and the logic behind why it would be beneficial to the party's overall goal. While only one player physically makes the primary roll, all party members can contribute in why they'd like to go about the skill challenge using that skill. This will hopefully encourage roleplay, while assigning tasks to specific characters.
 

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My first thought is this system would produce results that, to me as a player, would feel much more random and capricious.

If I'm playing a Human fighter with an 18 Str, trained in Athletics, and wearing Plate Armor and I want to make an Athletics related check my Str doesn't matter, the +5 from being trained is reduced to +1, but my -2 from Plate is in full effect. I essentially and getting -8 to this check. :erm:

As a positive: I generally approve when an failed attempt to assist results in negatives.

Thaumaturge.
 
Last edited:

If I'm playing a Human fighter with an 18 Str, trained in Athletics, and wearing Plate Armor and I want to make an Athletics related check my Str doesn't matter, the +5 from being trained is reduced to +1, but my -2 from Plate is in full effect. I essentially and getting -8 to this check. :/

Excellent point, in that regard it wouldn't make sense to include armor check penalties in the above system at all. Or rather, include it only should the wearer of said armor be non-proficient with it. Thanks!
 

Why does training matter, but stats don't?

Why is a +5 item worth as much as a +1 item?

In your revision, why would non-proficiency in armor apply but stats don't?
 

Why does training matter, but stats don't?

Why is a +5 item worth as much as a +1 item?

In your revision, why would non-proficiency in armor apply but stats don't?

Indeed, looks like the idea still needs a good deal of work. If I started scaling the magical items and the like the system would become too easy, much like the current skill challenge one. However, ignoring these things entirely will probably just irk the players more than anything. Thanks for the feedback.
 

I'm not a mod, but it seems like this thread might be better suited to the House Rules forum.

Question: What is your design goal with changing this system? You said that you want to "remove the DC's problem by level" but I'm not sure what that means.

Is the problem that there's too much variability in players' skill modifiers at high level so that some players are almost certain to succeed while some are almost certain to fail. (If so, I'm a little surprised, as probably one of the most common complaints about the 4e skill system vis-a-vis 3.Xe was that 4e has too little variability.)

Is the problem that checks get too hard as players go up in level? Or too easy? If so it seems like just tweaking the DC chart would help - no need for a whole new syste. Stalker0's Obsidian Skill Challenge System (I don't have the link handy just search for it) has a DC chart that you can use and my understanding is he calcualted it so it scales with level appropriately.
 

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