Celebrim said:
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 aren't 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.
Choosing to do nothing is a failure.
Celebrim said:
Ok, you say, 'obviously' not doing something is the same as failure.
No, it isn't.
There's no good reason why not.
Celebrim said:
How long do the walls take to close? It's not a trivial question.
9 actions worth, at most. If there are 3 PCs, this is 3 rounds.
Celebrim said:
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.
Depends on the situation. See below.
Celebrim said:
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.
Adjust the number of successes and/or failures required based on the number of PCs involved. "Problem" solved. See below for an example.
Celebrim said:
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.
Each round spent not doing something productive is one failure per PC. Easy peasy.
Celebrim said:
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.
A round conforming to a single, constant unit of time is probably unhelpful in the context of a system this abstract. The same system can represent days of work as easily as minutes or seconds.
The party has, in total, 9 chances to act. If five of those chances to act do nothing to avert or postpone the crushing walls trap, they will be unable to escape it. Contrariwise, if five of them succeed, the trap will be unable to crush them. How long each of those chances takes need not be consistent from one activity to another, nor necessarily within a single challenge. I won't complain if there's a standard, but it's not required.
To answer your question of how long it takes the walls to crush: 9/N rounds, where N is the number of PCs in the group. If you want it to be a constant 3 rounds, extend the number of rolls allowed when there are more PCs such that X + Y = 3N + 1.
If you want to be simulationist about it, you'll probably only want to increase the failure threshold - five successes should be sufficient for this trap even when you have 10 PCs, so it becomes 26 failures before you can't beat it. Likewise, if there's only 2 PCs, they still need 5 successes to disarm it and thus a mere 2 failures makes the end goal impossible to achieve in time. A single PC can't possibly accumulate enough successes without help.
But that probably isn't an appropriate challenge for those 10 PCs (or the 1). If you were to design a skill challenge that
was appropriate for them, it would probably involve something closer to 18 successes/12 failures. That doesn't match up to 3 rounds exactly, so if that bothers you chunk an extra one success/failure onto the total system.
Celebrim said:
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.
If you're in a situation where it makes sense in-game for one character to do all the work, just have them do it.
Celebrim said:
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've never had a problem with pixel-bitching myself. Whenever the DM wants a particular skill, he calls it out, and we roll it. If we have an alternate skill we'd like to roll, we ask and abide by the answer.
No system will ever prevent a DM from inserting pixel-bitching if he wants it.
Celebrim said:
'Apparantly' I've been running 4e skill challenges since 1984 (at least).
Good on you.
Celebrim said:
So for that matter have most of us.
If you say so. Most of what I've been doing is asking the group for the highest X roll and telling the PCs what happens.