Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Why are skill challenges "broken"?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Sanzuo" data-source="post: 4382927" data-attributes="member: 66180"><p>After running the first session of my first 'real' 4e campaign I would have to say I dislike skill challenges strongly.</p><p></p><p>For the first session I set up two skill challenges the players would run into, and a third that they might run into. They were of varying complexities. What we experienced at first was the beginnings of an intriguing non-combat set of skill checks that soon degenerated into a monotonous series of rerolls and retries. The players were very aware that suddenly they were in a skill challenge.</p><p></p><p>I would later be told that the session I ran totally rocked EXCEPT for the moments when I called for skill challenges. My players informed me that the pace of the game crashed as soon as I called out for skill checks. I tried my best to make the challenges fit seamlessly within the game, but it was hard when I had to say; "Okay, now make ANOTHER check..."</p><p></p><p>It's worth mentioning that the party failed all three skill challenges I had set up for that session. I did plan contingencies for that scenario so that the game wouldn't simply stop, but nonetheless we all felt somewhat dejected and I got the impression that the players felt "whelp, our party fails at adventuring." And since the game started dragging itself after the failed skill challenges, I worked in the one main "success scenario" I had lined up to perk things up and move the plot along.</p><p></p><p>You can argue about the math behind skill challenges all day, and whether or not the system is broken still doesn't address my big gripe with the system in the first place.</p><p></p><p>My gripe is no matter how it's played; a skill challenged just feels like an interruption in the flow of the game, and not in an exciting way like combat.</p><p></p><p>In past games we have always resolved non-combat scenarios simply through role-playing. A DM presents a scenario and the players say how they'll react - as simple as that. If the player describes an action that sounds difficult or carries a risk ask for an appropriate skill check. These situations are the part of the game that's intended to be played out based on the characters appropriate responses - and in my opinion that's where you get to learn about the characters personalities.</p><p></p><p>Adding a mechanical dice system to these scenarios in the first place is just stupid - it interrupts the flow of the game, makes role-playing pointless (taking all the personality out of the characters and the game), and takes CONTROL away from the players entirely. Combat is violent and chaotic, negotiation, investigation and social interaction shouldn't be.</p><p></p><p>Skill challenges suck.</p></blockquote><p></p>
[QUOTE="Sanzuo, post: 4382927, member: 66180"] After running the first session of my first 'real' 4e campaign I would have to say I dislike skill challenges strongly. For the first session I set up two skill challenges the players would run into, and a third that they might run into. They were of varying complexities. What we experienced at first was the beginnings of an intriguing non-combat set of skill checks that soon degenerated into a monotonous series of rerolls and retries. The players were very aware that suddenly they were in a skill challenge. I would later be told that the session I ran totally rocked EXCEPT for the moments when I called for skill challenges. My players informed me that the pace of the game crashed as soon as I called out for skill checks. I tried my best to make the challenges fit seamlessly within the game, but it was hard when I had to say; "Okay, now make ANOTHER check..." It's worth mentioning that the party failed all three skill challenges I had set up for that session. I did plan contingencies for that scenario so that the game wouldn't simply stop, but nonetheless we all felt somewhat dejected and I got the impression that the players felt "whelp, our party fails at adventuring." And since the game started dragging itself after the failed skill challenges, I worked in the one main "success scenario" I had lined up to perk things up and move the plot along. You can argue about the math behind skill challenges all day, and whether or not the system is broken still doesn't address my big gripe with the system in the first place. My gripe is no matter how it's played; a skill challenged just feels like an interruption in the flow of the game, and not in an exciting way like combat. In past games we have always resolved non-combat scenarios simply through role-playing. A DM presents a scenario and the players say how they'll react - as simple as that. If the player describes an action that sounds difficult or carries a risk ask for an appropriate skill check. These situations are the part of the game that's intended to be played out based on the characters appropriate responses - and in my opinion that's where you get to learn about the characters personalities. Adding a mechanical dice system to these scenarios in the first place is just stupid - it interrupts the flow of the game, makes role-playing pointless (taking all the personality out of the characters and the game), and takes CONTROL away from the players entirely. Combat is violent and chaotic, negotiation, investigation and social interaction shouldn't be. Skill challenges suck. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Why are skill challenges "broken"?
Top