KidSnide
Adventurer
Agreed. I hate skill challenges because they just seem so artificial. A single roll should suffice for most things.
Why does, "I try to sneak past the guard" or, "I try to convince the baron" have to involve fifteen seperate dice rolls? Perhaps they were trying to mitigate the effect one bad D20 roll might have on an important skill check, but in that case why not give them a +5 bonus to the check and have them roll a D10 instead of a D20? Or something like that that doesn't require vast amounts of dice rolling and spurious rubbish from players justifying using the History skill to shoe a horse.
I've been running WoBS over Fantasy Grounds, so it's a little harder than usual to gauge how much the PCs are enjoying the game. (I'll let Cerebral Paladin provide a player perspective if he's still following the thread.) But, from what I can see, I think the "convince an NPC" skill challenges work pretty well if you put enough emphasis on what the players are saying.
It has to be more than simply justifying a history check, so I would give -10, -5, 0, +5 or +10 modifiers depending on whether the players made intelligent arguments for why the NPC should go along with their idea or whether the players accidentally touched on something about which the NPC was particularly sensitive. With those kind of modifiers, the players have to pay attention to what they are saying. But still - it also matters which characters are saying it - so there is also a benefit to playing a character with superior social skills. Sure, you could get an auto-success if a skilled PC says something really intelligent and on-point. But, when you think about it, that *should* be an auto-success.
-KS