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<blockquote data-quote="pemerton" data-source="post: 6245550" data-attributes="member: 42582"><p>I think that's either a fairly narrow conception of the intended purpose of skill challenges, or else a narrow conception of what "complex plans and operations" are for.</p><p></p><p>(I've deliberately said "narrow", not "flawed". I'm trying to describe, not criticise. Relative to a desired playstyle and play outcome there can be all sorts of reasons for applying some technique or conception narrowly rather than broadly.)</p><p></p><p>A more broad reading of "complex plans and operations" would see them as a way of moving from point A of and adventure to some other point (be it B, Z or something inbetween). In combination with the general "yes, but" tenor of the advice in the 4e DMG, the real questin is "will the complex plan or operation take you from A to B as you desire, or will it instead land you in B with a penalty, or instead in C which isn't quite where yu wanted to be"? When you look at it this way, that's just what a skill challenge is for by your own account of it.</p><p></p><p>A more broad reading of the purposes of skill challenges would focus on these passages:</p><p></p><p style="margin-left: 20px"><u>PHB (pp 179, 259)</u></p> <p style="margin-left: 20px">In contrast to an obstacle that requires one successful skill check, a skill challenge is a complex situation in which you must make several successful checks, often using a variety of skills, before you can claim success in the encounter. . .</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">A skill challenge occurs when exploration . . . or social interaction becomes an encounter, with serious consequences for success or failure.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><u>DMG (pp 70,72)</u>:</p> <p style="margin-left: 20px">When characters make skill checks in response to a series of changing conditions, with success or failure being uncertain, they’re in a skill challenge. Scouring the jungle for a hidden temple or persuading the duke to send aid to defend the pass might both be skill challenge encounters . . .</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">An audience with the duke, a mysterious set of sigils in a hidden chamber, finding your way through the Forest of Neverlight — all of these present challenges that test both the characters and the people who play them. . . </p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">It’s not a skill challenge every time you call for a skill check. When an obstacle takes only one roll to resolve, it’s not a challenge.</p><p></p><p>This isn't just about "avoiding penalties": it's about "success or failure" of a complex ingame situation with "changing conditions" (ie requiring more than just "one roll to resolve") being "uncertain" and having "serious consequence". To me, that seems to cover (indeed, to describe) <em>complex plans and operations</em>.</p><p></p><p>I think you different approach from mine (and [MENTION=87792]Neonchameleon[/MENTION]'s, I'm guessing) might be because you're running pre-written scenarios (eg LFR) so that the desired outcome of events has been pre-written in: the only uncertainty is the mechanical penalty the players will take on the way through (eg how many surges do they lose). This seems implicit in your reference to <em>minor</em> story penalties.</p><p></p><p>I think skill challenges work better when run with the conception of how things end up being much more open-ended (this puts more weight on <em>serious</em> consequences).</p></blockquote><p></p>
[QUOTE="pemerton, post: 6245550, member: 42582"] I think that's either a fairly narrow conception of the intended purpose of skill challenges, or else a narrow conception of what "complex plans and operations" are for. (I've deliberately said "narrow", not "flawed". I'm trying to describe, not criticise. Relative to a desired playstyle and play outcome there can be all sorts of reasons for applying some technique or conception narrowly rather than broadly.) A more broad reading of "complex plans and operations" would see them as a way of moving from point A of and adventure to some other point (be it B, Z or something inbetween). In combination with the general "yes, but" tenor of the advice in the 4e DMG, the real questin is "will the complex plan or operation take you from A to B as you desire, or will it instead land you in B with a penalty, or instead in C which isn't quite where yu wanted to be"? When you look at it this way, that's just what a skill challenge is for by your own account of it. A more broad reading of the purposes of skill challenges would focus on these passages: [indent][U]PHB (pp 179, 259)[/U] In contrast to an obstacle that requires one successful skill check, a skill challenge is a complex situation in which you must make several successful checks, often using a variety of skills, before you can claim success in the encounter. . . A skill challenge occurs when exploration . . . or social interaction becomes an encounter, with serious consequences for success or failure. [u]DMG (pp 70,72)[/u]: When characters make skill checks in response to a series of changing conditions, with success or failure being uncertain, they’re in a skill challenge. Scouring the jungle for a hidden temple or persuading the duke to send aid to defend the pass might both be skill challenge encounters . . . An audience with the duke, a mysterious set of sigils in a hidden chamber, finding your way through the Forest of Neverlight — all of these present challenges that test both the characters and the people who play them. . . It’s not a skill challenge every time you call for a skill check. When an obstacle takes only one roll to resolve, it’s not a challenge.[/indent] This isn't just about "avoiding penalties": it's about "success or failure" of a complex ingame situation with "changing conditions" (ie requiring more than just "one roll to resolve") being "uncertain" and having "serious consequence". To me, that seems to cover (indeed, to describe) [I]complex plans and operations[/I]. I think you different approach from mine (and [MENTION=87792]Neonchameleon[/MENTION]'s, I'm guessing) might be because you're running pre-written scenarios (eg LFR) so that the desired outcome of events has been pre-written in: the only uncertainty is the mechanical penalty the players will take on the way through (eg how many surges do they lose). This seems implicit in your reference to [I]minor[/I] story penalties. I think skill challenges work better when run with the conception of how things end up being much more open-ended (this puts more weight on [I]serious[/I] consequences). [/QUOTE]
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