Two Example Skill Challenges

The idea behind skill challenges is that they are interactive and can be solved with many different skills.

If something can only be solved with one skill it is not appropriate to devise a skill challenge for it, since the DM has already limited it to one skill. If other characters do not have that skill they serve no purpose in the skill challenge.
 

log in or register to remove this ad

ThirdWizard said:
I don't quite understand. It seemed really easy in the examples. The two I ran myself (one underground whitewater rafting, the other convincing a dwarven king for aid) were very smooth and the players caught on immediately. As far as I can see it is very intuitive from both sides of the screen. I don't believe I've read a report where the players and DM struggled with it yet (although I don't read all the reports - there are a whole lot of them).

I have a very simple explanation for this. In almost all of the examples I've read, the DM/players were basically resolving the situation the same way that they would in 3.5 and the fact that it was a 'skill challenge' seemed to me to be a very superficial gloss. What I mean by that is somewhat complicated, and I hope to explain it more fully in a longer post. For this example, it is enough to say that 'search for traps, disarm traps, pick lock on door' is not really a '4e skill challenge-y' approach to opening a trapped door. We do that already, and the above examples basically played out in much the same way that they would in 3e. If 'skill challenge' means anything at all, it can't mean only 'The DM decides whether a particular skill use is appropriate to the situation, and sets a difficulty.'

To really understand the problems I'm talking about, you have to look at how the system might otherwise have played out in the above examples.
 

Celebrim said:
I have a very simple explanation for this. In almost all of the examples I've read, the DM/players were basically resolving the situation the same way that they would in 3.5 and the fact that it was a 'skill challenge' seemed to me to be a very superficial gloss. What I mean by that is somewhat complicated, and I hope to explain it more fully in a longer post.

A skill challenge is a situation requiring more action than one character could hope to achieve on their own, a combination of skills from multiple players. Success at one can provide bonuses to success at another. If you've already been playing that way, great! But as has been proven time and time again in this thread, many people scrunch up their foreheads and say "I don't understand, why not just let the rogue do all the work?"
 

D'karr said:
The idea behind skill challenges is that they are interactive and can be solved with many different skills.

If something can only be solved with one skill it is not appropriate to devise a skill challenge for it, since the DM has already limited it to one skill. If other characters do not have that skill they serve no purpose in the skill challenge.

Well, I love the idea of not having fixed skills that are the only ones useful for a particular challenge, and allowing the players to get creative. I'm just not understanding how some aspects of the mechanics actually support this.

In a skill challenge, is it the case that you must have multiple characters applying multiple skills? I get that it is an option; I get that it is more fun for everyone to participate rather than "stand back and watch the rogue". But if it works like X successes and you win, Y failures and you lose, and the characters have unequal chance of success, and there is no external time pressure, then the mechanics are pushing you towards using only the highest chance of success skills. If this means one skill used over and over (and that is allowed), that will give you the best chance.

(Maybe all those "ands" don't hold, but it's not clear... one poster has said go ahead and apply a flat time condition to the crushing walls while another said no, it's just the accumulated failures that determine when the walls fully close...)

The example of the fighter pushing on the walls and failing actually making the situation worse than if he didn't try at all, seems telling.

Again, I'm not sure I fully understand all the aspects here. I'm looking forward to seeing the books and trying it at the table, and hopefully this will not be an issue.
 

Celebrim said:
I have a very simple explanation for this. In almost all of the examples I've read, the DM/players were basically resolving the situation the same way that they would in 3.5 and the fact that it was a 'skill challenge' seemed to me to be a very superficial gloss.

Here are a few things that I think distinguish skill challenges from the 3e skill system.

The main difference is that 3e has no advice for really doing anything interesting with skills. There's a trap? Roll Search/Disable Device. You want someone to like you? Roll Diplomacy. There's no advice for interoperability between skill sets. Convincing the Bandit King requires Bluff/Diplomacy/Intimidate in 3e and nothing more. In 4e, you can use History, Nature, Insight, or whatever else might apply.

The second difference is that you actually have skills in 4e, which is something people have been houseruling about 3e for as long as I can remember (I especially started agreeing with this after seeing the Iron Heroes skill system). In 3e, too many classes have 2 skills/level. In 4e, everybody has at least 4 and you can spend a feat to get another. Thus, without the "skill monkey" role, or more precisely the inclusion of everyone as a "skill monkey," more PCs can participate in out of combat activities.

And, finally, the third benefit is the success vs. failures with the abstracting of the challenge. No longer is success/failure tied to one roll for important events the default assumption of the system. And, keep in mind, the biggest difference is the default assumption of the system changing, not what you "can" and "can't" do with them! This way, you can attempt things in multiple ways with more granularity between success and failure. One bad Diplomacy roll won't mean the entire negotiation was a failure. One bad Knowledge(the Planes) won't mean that you don't know something. If you're using a skill challenge, then it operates more like combat with a series of rolls determining an outcome, leading to more tension, suspense, and, dare I say the word: fun. ;)
 

Xorn said:
Three rounds. This is up to you as the DM, when you design the challenge.

No, it isn't. That's precisely my point.

This is a gross simplification, but suppose this is my design:

Skill Challenge: 'Escape Crushing Room'
Stakes: 5 success/5 failure
Narrative: The walls are slowly closing and will crush the PCs.
On Success: Escape room.
On Failure: Crushed to jelly.

First of all, we are advised not to design skill challenges this way were failure indicates death. Yet, the OP instinctually designed not one but two. So that's one indication of how difficult this is going to be for DMs to get adjusted to. But that's only a minor point. There is in my opinion a bigger problem.

Suppose that the players make no skill checks? No failures, and hense, the walls never close. Good safe place to take a long rest if you ask me.

Ok, you say, 'obviously' not doing something is the same as failure.

No, it isn't.

How long do the walls take to close? It's not a trivial question. Let's suppose that the first thing any party trapped in the room says is, "I use my dungeoneering skill to estimate how long before the walls come together?" How do you as a DM respond? What is the answer to this question.

Suppose one player is trapped in the room. The walls never close in fewer than five rounds. Suppose six players are trapped in the room. Then there is a finite chance that they'll close before the sixth player even gets a chance to act.

Suppose you answer 'obviously' they close in X rounds. Well, then a party could concievably do something (cast healing spells) or just do nothing for X-2 rounds, then solve the challenge entirely in round X-1. In delaying so, they are no worse off than they would have been had they done something useful, and in fact there is a finite chance that by doing nothing they are in fact better off. The party that did something could have already accumulated thier 5 failures and be looking forward to the inevitable big squeeze.

If the walls really close after 3 rounds, then what you really mean isn't any finite absolute number like '5 success/5 failures'. What you really mean is, 'The walls close after everyone gets 3 chances to contribute, whether they succeed or fail'. After all, my pushing against the wall and failing shouldn't make it move faster. If instead of saying '5 success/5 failures' you say, 'Everyone gets 3 chances to contribute', then inaction is the same as failure. But under the standard skill challenge system, inaction isn't the same of failure or if it is, there is a 'special relativity' concept of time in skill challenges where by the length of time an action takes depends on such things as how many people are in the challenge and how many failures are accumulated along the way. That is to say, for example, the more failures you have the more actions you are allowed to take in a round. Although really, we must admit that such simulationist notions of rounds have no place in a skill challenge as described.

If the player always defaults to "I use Insight." Then you say, "You use Insight to do what, exactly?" When my characters in 3.x say, "I'll search." I ask them what they are searching.

This represents no change from what we have now.

Diplomacy - Instant failure, not a feasible use.
Nature - Interesting enough, but the challenge is the barrier, not the orcs. The orcs are the incentive to overcome the barrier. Still, I'd allow that to impact the fight with the orcs for a round.
Climb - Sure. If the barrier is passable by climbing--I'd count that as feasible, and it could include securing a grapple/rope for the rest of the party (less climbing inclined) to use.

But if the DM exercises his judgement in this fashion, then perforce he is going to exclude players from the skill challenge who aren't trained in the skills the DM feels are reasonable and relevant. So then we are back to everyone watching the trained character do the work, and we have not in fact achieved the goal skill challenges were supposed to achieve of getting everyone involved.

Again, the approach of 'DM exercises his judged to determine what skills are relevant to solving the problem' is what we have now in 3.X (and prior) editions. Where is the chorus of 4e fans decrying your insistance on 'pixel bitching'? Surely the 'skill challenge' system escaped that danger? :smirk:

I had a party trying to climb over a wooden fort wall (20 feet high) with grapple after a patrol passed by. They had to make a perception to time when to go, the grapple throwers had to make climb checks to scale the wall, and I called for a stealth check to find a hiding place before the patrol passed again. Technically it was a skill challenge--and I only made one person roll perception, two climb checks (two grapples), and one stealth check. Apparently I wanted 4 successes.

'Apparantly' I've been running 4e skill challenges since 1984 (at least). So for that matter have most of us.
 
Last edited:

ryryguy said:
Well, I love the idea of not having fixed skills that are the only ones useful for a particular challenge, and allowing the players to get creative. I'm just not understanding how some aspects of the mechanics actually support this.

In a skill challenge, is it the case that you must have multiple characters applying multiple skills?

In the prototypical skill challenge (Escape From Sembia) and the example of the crushing walls trap, yes. You pretty much have to be trying to escape, or you'll fail. One team members successes can be detailed as rescuing another from his or her failures, but throwing up your arms and saying "I'll just let Bob do all the work" isn't really an option.

ryryguy said:
I get that it is an option; I get that it is more fun for everyone to participate rather than "stand back and watch the rogue". But if it works like X successes and you win, Y failures and you lose, and the characters have unequal chance of success, and there is no external time pressure, then the mechanics are pushing you towards using only the highest chance of success skills. If this means one skill used over and over (and that is allowed), that will give you the best chance.

Yes. If all your "ands" hold, you probably shouldn't use a skill challenge. If your players are willing to play along, then it can work anyway, but if they're hardcore about being optimal, it's not worth the energy.

ryryguy said:
(Maybe all those "ands" don't hold, but it's not clear... one poster has said go ahead and apply a flat time condition to the crushing walls while another said no, it's just the accumulated failures that determine when the walls fully close...)

The accumulated failures are time pressure. If 4 failures loses the challenge, and 6 wins it, you cannot roll more than 9 times in total. The only way you can reach the 9th roll and not already be done with the challenge is by having 5 successes and 3 failures accumulated. That means for a 5-person party, less than two "rounds" (where a round is whatever abstract unit of time is appropriate for the situation, but enough time for everyone to act at least once). For a 4-person party, it's just over 9 rounds.

It's possible (accumulate 4 failures right away) to botch the thing so badly that escape withing the next 5 "turns" becomes impossible - that's not a problem in my mind.

ryryguy said:
The example of the fighter pushing on the walls and failing actually making the situation worse than if he didn't try at all, seems telling.

Then don't look at it as making things worse - failure happens automatically, and doesn't rely on what the PCs do. The walls are crushing in (or the guards are chasing you down) and if you do nothing they win. It's only by overcoming some aspect of the challenge that the PC makes a step towards overcoming the challenge as a whole. "Failure" in this case just means failing to do anything useful with the time you have before the trap finishes killing you.

ryryguy said:
Again, I'm not sure I fully understand all the aspects here. I'm looking forward to seeing the books and trying it at the table, and hopefully this will not be an issue.

Sure thing.
 

My reply is going to seem like excessive nit picking, but...

ThirdWizard said:
Here are a few things that I think distinguish skill challenges from the 3e skill system....

The main difference is that 3e has no advice for really doing anything interesting with skills....
The second difference is that you actually have skills in 4e...
And, finally, the third benefit is the success vs. failures with the abstracting of the challenge...

Your first two points have nothing to do with skill challenges per se. I agree with you that 3e had very little information on interesting encounter design or interesting scenario design. But advice for making interesting combat and non-combat encounters is a separate area than the skill challenge itself. Supposedly, the skill challenge system is how we resolve those interesting sitautions, not how we design them. The second point again has nothing to do with skill challenges. Obviously, we could give all character classes more skills without adopting the skill challenge system.

My point is to demonstrate that however nice the first two points may be, the actual skill challenge system itself of talling successes and failures is of dubious utility because there are going to be for so many scenarios we might design better ways of tallying up progress toward the goal. A scenario with explicit time is one of them, but there are all sorts of other ones where we are going to have tweak the rules past the point where we can claim to be using the 'skill challenge' system at all. Problems that are linear in nature is another one (ei, you can only do 'B' after finishing 'A', and 'C' only after 'B'). Problems were the degree of failure at any step is non-absolute is another.

No longer is success/failure tied to one roll for important events the default assumption of the system.

And yet, the contrary assumption isn't generally useful either. For my part, I think the statement "3e has no advice for really doing anything interesting with skills" rather conflicts with the claim that 3e has explicit default assumptions about how skills may or may not be used in combination, and instead left this up to DMs depending on the situation. It's an intersting theoretical problem to list all the various methods we could tally up success, but I think two points ought to be fairly obvious even if we can't generate an inclusive list. First, refereees and players have used in an informal way all sorts of methods of using skills in combination to determine success or failure, and secondly that having only one formal method is going to lead to all sorts of trouble.
 

Celebrim said:
First of all, we are advised not to design skill challenges this way were failure indicates death.

I did not know you had seen the books, I guess that you're right the books must say nothing of the sort.

'Apparantly' I've been running 4e skill challenges since 1984 (at least). So for that matter have most of us.

Great, good for you.
 

ryryguy said:
The example of the fighter pushing on the walls and failing actually making the situation worse than if he didn't try at all, seems telling.

Again, I'm not sure I fully understand all the aspects here. I'm looking forward to seeing the books and trying it at the table, and hopefully this will not be an issue.

That's not true. IF the fighter did nothing on his action, I would count that as a failure, which means, that by succeeding on his check, he's helping the situation. If he fails than it's as if he did nothing.

Ah well I guess I would rather have my first example rather than:

DM: Okay you triggered the trap. The walls begin closing in on you.
Rogue: Okay I search for a way to open the door or stop the walls from closing in
DM: Roll perception
Rogue: 25
DM: okay you find the trap, roll disable device to shut it off.
Fighter: Umm is your playstation plugged in?
Paladin: <heard from other room> Can I have some Mountain Dew?
Rogue: 26
DM: Okay you disable the trap.

To me, the first one adds some tension to the game and keeps everyone active. The alternative to me is just boring. But that's just me. YMMV.
 

Remove ads

Top