Frostmarrow
First Post
The third dimension is the choice of gear. You buy it, you plan for it, you find it; you can waste it on a single attempt or improve upon it. A mithril shovel is nice treasure if it allows you to excavate 1d10 points of dirt.
Obviously this is the guts of it. It's a GMing skill that needs to be cultivated - not unlike knowing how to play multiple monsters well in a complex combat.
D&D (including 4e) has extremeley poor advice for this, unfortunately - it tells you to do it, but doesn't give any techniques. I tend to find the best advice is in the games I mentioned upthread (especially Burning Wheel). There is also good stuff on about every second thread at The Forge.
The third dimension is the choice of gear. You buy it, you plan for it, you find it; you can waste it on a single attempt or improve upon it. A mithril shovel is nice treasure if it allows you to excavate 1d10 points of dirt.
I'm afraid you need more to it than that. Otherwise, your "construction" challenge boils down to nothing more than "I dig with my shovel. 6 damage." every round - that's dull when it's the Fighter in combat; it's dull here.
I think this is one of those cases where the original 4E tried to have it both ways, in an area where you can't. Namely, they wanted to have a mechanic that leaned towards hard-edge framing and pushing of the scene, but one that could also be used as a loose structure to narrate how the PCs eventually get what they want. Or rather, the mechanics only make sense in terms of the hard-edged push, but the advice is all of the "make it work out" type.
As I just said in another thread (and in a reply to you), I like the X successes before 3 failures rule, as long as each failure introduces a complication, and as long as the in-game fiction keeps moving between each check. I think 4e usually hits these goals.The basic dynamic is very similar: I as GM frame the situation, the players engage it via their PCs, skill checks are made and resolved, I renarrate the situation in light of that, and the process continues until either N successes or 3 failures is reached. The trick to the narration is to (i) keep the scene alive, so that the players continue to engage, but (ii) be able to bring it to a close at the requisite time. A good sense of both the evolving fiction, plus various complications that can be introduced to push things in the appropriate direction, is important to running these encounters.
This seems like an argument for a rules-light system. I see the appeal, but I think it's not necessary for a good skill challenge system, personally.There is also the need to apply "genre logic" in adjudicating players' declared actions...
Second, they have nothing analogous to the "genre constraint" on permissible actions. So there is no simple mechanic for (for example) evaluating the success of a dwarven fighter-cleric's attempt to facilitate the reforging of an artefact by shoving his hands into the forge and holding it steady...
I don't think this sort of improvisation is so easily incorporated within a system that relies heavily on the mechanics themselves, rather than the logic of situation and genre, to determine what is feasible and what the consequences of actions are (and what makes this workable, in a skill challenge, is that the push towards resolution of one form or another is provided by the metagame imperative of the "N before 3" structure, rather than the mechanically-determined outcomes of discretely resolved tasks).
I'd disagree, other than with your "this sort of" qualifier. It doesn't need those things in order to have a skill challenge system. It doesn't need to force everyone to participate, it doesn't need to define the skills usable at the beginning, it doesn't need to allow the players to decide which check will contribute towards the skill challenge total. Those are all fine, or even better, depending on play style, but they aren't necessary for an enjoyable skill challenge system (obviously for a different play style).For D&Dnext to support this sort of non-combat resolution, at a minimum it would need to give me DC guidelines, some sort of resource system able to play the same functional role as the power system in 4e, and a general approach to scene framing and scene resolution which allows "genre logic" and metagame-driven complication introduction to work (so eg no need to track time and durations outside the context of the scene, which is one enemy of scene-based resolution).
You need to combatize your non-combats. The genius of D&D is the to hit followed by damage rolls.
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In earlier editions you always used a monster to symbolize a danger. You didn't weather an icestorm - you fought a yeti. Now, we need to realize that the opposite us true too. Any danger can be handled in the same way a monster can. We just need to assign dice to the tools in the equipment list.
As far as I can tell, there are four weaknesses with Skill Challenges, the first two of which should have been obvious at the outset:
1) If a character has a directly-relevant skill, the player will proceed to make use of that one skill, again and again. This tends to be very dull. (And sure, the DM can restrict the spamming of a single skill, but very often this is, and feels, very artificial.)
2) If a character does not have a directly-relevant skill, the player will either seek to step out of the challenge altogether, or at least will look very very hard for some way to minimise the damage that his PC does. That's really not fun for anyone.
3) When preparing a Skill Challenge, establishing the structure of the scene was generally easy. However, I found that adjusting the scene as it went on, and especially adjudicating anything but the simplest results of PC actions, was quite difficult - in fact, this gained very little (if anything) over simply not using the mechanic. Ultimately, SCs proved to be more trouble than they were worth.
I agree with your insight that we should look to combat to improve SCs, but not your conclusion. The problem isn't that SC lack a damage die. The problem is that every SC monster is the same monster (and making matters worse, it's a solo).
What makes a mechanically heavy system like 4e combat fun is that there are a wide variety of monsters with a variety of ways to defeat them. Any given party has a different set of strengths that compare differently to the strengths of an arbitrary encounter. Yes, there is a set of monster rules that all combats use, but the details of each encounter vary considerably.
SCs need to be reforged along the same lines. We don't need a generic SC system, we need an SC framework to create chase SCs, infiltration SCs, persuasion SCs, clue finding / investigation SCs, traveling SCs, tracking SCs, ritual SCs, crafting/engineering SCs and the like. It is asking too much work from a DM to say "here are generic SC rules -- go write a chase." The rules should say: "here are a few generic chases -- go personalize yours."
(And, much like a good solo monster, any SC needs to address the action economy by thinking about how many PCs are involved in the SC and how that impacts the math.)
D&D would be a much weaker game if, instead of a monster manual, WotC only provided a monster building system and 10-20 examples. That is essentially what they did for skill challenges. Nobody should be surprised that they were so often unsuccessful.
-KS