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3 years ago ::
Apr 01, 2010 - 9:01AM
#161
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Date Joined:
Apr 25, 2002
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[For example? Suppose it's a social skill challenge and the primaries are bluff, diplomacy, and insight. If I'm a fighter, I could easily have +5 to +6 in those three skills, and +14 in athletics. So using athletics at DC 21 is much better for me than using a social skill at DC 16, in every social challenge. The SC rules encourage such things.
And for good reason...
If you're a melee character and it is a ranged combat, you can't actually choose (generally) to not participate. You have to help out somehow. No one likes the combat where the guy who had no ranged options whatsoever sits there and sulks about how bad the combat is because there's no option for him to participate. No one complains about how using a thrown weapon to have a ranged attack power is somehow unfair to those who specialized in ranged powers. They're still not as effective.
Skill Challenges are no different. What generally happens in Skill Challenges is that some characters won't be able to roll well on any of the listed skill checks. Sometimes, perhaps half the table. If the DM doesn't give any leeway, they don't participate.
So take a look at what you just said - assuming there's a face in the party, he probably needs a 3 or better to succeed on the skill rolls. You still require a 7 or better. You rolling isn't actually making your overall chance of success better. You're not as good as a specialized face at the task. You're just able to participate without feeling like you're going to torpedo the party's chance of success.
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3 years ago ::
Apr 01, 2010 - 10:12AM
#162
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Date Joined:
Oct 26, 2008
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I believe that nearly every skill challenge can be writen in such a way as to allow every or nearly every ability stat. One reason I believe this is so possible is because 4e D&D and LFR is not a simulation, it is a game.
Several of the WDs have responded to this in the way that I think is best, but I wanted to also comment on these two lines.
a) I think I'm very glad you're not a writing director. Not just because I disagree with you, but also because modules would grow in page length to rather unnecessary proportions to contain all the explanations you'd have to add to make the first sentence's proposition be at all ... palatable to many folks.
and b) LFR (and D&D which it is based on) -are- simulations. All games are simulations. What I think you meant was that not all games/simulations have to have the same verisimilitude with reality. And some folks choose to approach even the same game with different levels of suspension of disbelief.
Some folks like the fact that in D&D characters can jump 40 feet into the air (which is not realistic) but don't believe it is reasonable that a person that can do so should be able to go bounding about the living room of a noble and add to a diplomacy check (which is a simulation of the social interaction between your PCs and the NPCs). You may feel that it -is- reasonable. But that's simply because you've chosen to draw the line of suspension of disbelief in different places.
This doesn't make you wrong, or them, wrong. It is literally apples to oranges comparisons. It also doesn't make those writers or WDs, that don't write the SCs in such a fashion, non-inclusive. It is actually up to you as DM, via DME (to the extent you feel it does or doesn't allow you to do things) to change the module as written to be a game experience that the Players you're with will enjoy. If you choose to take the output of the Writers/Campaign Staff and allow such (bounding about the living room via athletics to add to a diplomacy check) in the games you run, feel free. But to be completely honest, that's not the game everyone is going to enjoy and not the game that the staff/admins are currently producing (or so it seems). You can keep asking for it, but I think by now you should realize, and I hope personally that the staff continues in this path, that that is just not the style of play they are going for.
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3 years ago ::
Apr 01, 2010 - 11:26AM
#163
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- Dragon Slayer
- If only he would apply himself
- Dammit Jim, this is Star Trek, not D&D!
Date Joined:
Jan 31, 2006
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I like a variety. It is nice to have some SCs, particularly ones with higher complexity (more successes needed) to have a breadth of skills. This is especially true if the skill challenge is more informative than challenging (the level is low and the author's intention is for this to be a mild challenge).
It is nice from time to time to have skill challenges with a small set of applicable skills, so as to let specific talents shine. This is especially true of low complexity skill challenges. If an author is trying to make things challenging, this can also be a way to escalate difficulty - fewer options means less capability for the average party to optimize. That can work well as a mix, such as one scene that is very specific and another that is very broad, so you add in some difficulty in certain scenes but give chances for more participation in others. Swapping skill areas between skills, such as physical and charismatic, can work well.
But, regardless, there is a fine line between a DM allowing a player to use a non-mentioned skill to do something creative and the party cheesing every challenge with whatever skill they want. The former is clever, the later boring and detracts from the intention of the game. Many players can't help but metagame, so I feel it would be very bad for the game to have a consistent rule of allowing all skills for all challenges.
I don't personally blame anyone if a skill challenge is narrow in focus. I prefer not to see a very complex SC have a narrow focus. A lot of it depends on the exact situation and the premise of the adventure, as well as the desired challenge level. There are a lot of ways the encounter can be off because of so many variables to skill challenge design. There is, to me, no mantra of a narrowly focused SC being a problem.
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3 years ago ::
Apr 01, 2010 - 12:26PM
#164
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Date Joined:
Aug 19, 2007
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there is a fine line between a DM allowing a player to use a non-mentioned skill to do something creative and the party cheesing every challenge with whatever skill they want.
Exactly the issue with Skill Challenges, summed up in one sentence.
Sure, I'd love to be able to find a way for my vestige-pact warlock with +16 Endurance to use that big skill in every challenge. I'm even clever enough that I can probably come up with some halfassed way to make it seem appropriate. Do I expect that every challenge should come pre-written with a way to do so? Of course not. Do I expect every DM to let me weasel my way into using it? Also of course not. But if I can actually come up with something unique and clever? Then yeah, I think a DM should allow it. But I don't expect the adventure itself to contain an exhaustive list of every conceivable use of every possible skill - just the most obvious ones.
Perhaps something that might be a compromise would be a single paragraph copy-pasted into every skill challenge (not just in the boilerplate at the start of the module - nobody EVER reads those, not even first-time DMs - but included in the actual SC) encouraging DMs to allow creative uses of other skills if appropriate. I know a lot of folks, especially folks with less experience DMing LFR, stick pretty rigidly to the provided skill list, to the detriment of genuine innovation.
Maybe even a standard addition to the list of recommended skill checks.
Other, DC *Moderate for tier* (0 successes). Consider allowing other skills to provide a +2 bonus to further checks if roleplayed appropriately.
Other, DC *Hard for tier* (1 success per skill). Consider allowing other skills to provide successes if roleplayed appropriately.
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3 years ago ::
Apr 01, 2010 - 1:20PM
#165
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Date Joined:
Mar 19, 2009
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This may be a little off-topic, but I think the problem with narrow or limited skill choices in skill challenges come from the skill challenges' goal being too narrow. Broader skill challenges are both more inclusive and, IMO, more interesting.
For example, a skill challenge goal of "get into the castle without starting a fight" is sufficiently broad to allow physical, intellectual, and interpersonal skills to be used without mandidating the use of any set of skills. In constrast, a goal of "sneak over the castle wall without getting caught" is more narrow and less interesting. If the party lacks physical skills then this skill challenge is pretty much a failure.
Broader goals increase the burden on the writer and the GM but they make the game more interesting. Don't tell me how to accomplish something -- tell me what you want accomplished and let me accomplish it my way.
edit -- spelling is gud
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3 years ago ::
Apr 01, 2010 - 1:54PM
#166
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Date Joined:
Aug 22, 2007
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Broader goals increase the burdon on the writer and the GM but they make the game more interesting. Don't tell me how to accomplish something -- tell me what you want accomplished and let me accomplish it my way.
We have one adventure that can go like that: IMPI1-4, Bandits on the Farm.
The last time I played that module, it was at a convention with a DM who apparently did not have a grasp on skill challenges beyond those of the "You're in a skill challenge. The primary skills are..." variety.
He visibly radiated frustration during the entire session and spent a good deal of it telling us how much the module sucked. He ended the game after two hours, after hand-waving a combat because he either didn't know he was supposed to play it out or didn't want to. It was not a pleasant game.
I like skill challenges. I have done a MyRealms where, aside from a two-minion combat where the goal was to get surprise and finish the combat in the surprise round, the entire adventure was composed of skill challenges. I had a blast and will probably do it again some time.
Not all DMs like or can handle free-form skill challenges. I would be a fan of putting in sidebars where you can give options for experienced DMs to broaden the scope of the challenge, but making them more free-form as the default isn't the way to go.
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3 years ago ::
Apr 01, 2010 - 2:21PM
#167
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I have done a MyRealms where, aside from a two-minion combat where the goal was to get surprise and finish the combat in the surprise round, the entire adventure was composed of skill challenges. I had a blast and will probably do it again some time.
That sounds like a great idea. May have to swipe it. 
"Of course [Richard] has a knife. He always has a knife. We all have knives. It's 1183, and we're barbarians!" - Eleanor of Aquitaine, "The Lion in Winter"
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3 years ago ::
Apr 01, 2010 - 6:49PM
#168
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I'd like to see more group checks
I hope not, I really, really hate group checks. The reason why someone goes above and beyond to get a good check at skill X is certainly not to have it trivialized by having to take the average modifier between him and the other 4 who can't match his bare bonus even if they roll a 20 on top of their's.
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3 years ago ::
Apr 01, 2010 - 8:46PM
#169
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- Dragon Slayer
- If only he would apply himself
- Dammit Jim, this is Star Trek, not D&D!
Date Joined:
Jan 31, 2006
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Perhaps something that might be a compromise would be a single paragraph copy-pasted into every skill challenge (not just in the boilerplate at the start of the module - nobody EVER reads those, not even first-time DMs - but included in the actual SC) encouraging DMs to allow creative uses of other skills if appropriate. I know a lot of folks, especially folks with less experience DMing LFR, stick pretty rigidly to the provided skill list, to the detriment of genuine innovation.
I absolutely know where you are coming from, but I disagree. Just as some combats might be heavy on artillery and another on leaders, and both still work if done right, some SCs should be tough with few options allowed and some should cover tons of skill options. I really think that what we should shoot for is for authors (and their editors) to think through the skill challenge and how best to achieve the results they are aiming for in a fun way.
This post I wrote for D&D Encounters may be worthwhile (though I'm sure misses plenty and reflects my bias). A lot of this thread influenced what I wrote there, because I think there is a need for DMs to interpret the intentions of the author. Conversely, the author should try to explain their intent. For all the time that has passed, we are all still trying to learn how to do SCs right. Just as an author probably should say "this is a hard fight but try some of the following to keep it fun and doable", an author should probably say "this is supposed to be a difficult skill challenge where failure is a real possibility. If a PC wants to use a skill not mentioned, you may only want to allow it with a very difficult DC of..." (and, in reverse, state when options should be encouraged, etc.).
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In retrospect, I wish I had been clearer about what I was aiming for. The core goal is for the PCs to win trust while learning about the culture. It is supposed to be really easy and more about RPing with the NPCs and achieving the goals than about the rolls. I could have done it better mechanically, but that would have been helped if I had explained my intent a little better.
Follow my blog and Twitter feed with Dark Sun campaign design and DM tips! Dark Sun's Ashes of Athas Campaign is now available for home play (PM me with your e-mail to order the campaign adventures).
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3 years ago ::
Apr 02, 2010 - 2:00AM
#170
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Date Joined:
Aug 24, 2007
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It is nice from time to time to have skill challenges with a small set of applicable skills, so as to let specific talents shine.
Yes, but note that many DMs require that each player in turn participates, even if that player doesn't have that small set of applicable skills. I'm aware that's not what the rules say, but it is a common approach.
But, regardless, there is a fine line between a DM allowing a player to use a non-mentioned skill to do something creative and the party cheesing every challenge with whatever skill they want. The former is clever, the later boring and detracts from the intention of the game.
Precisely. However, as you say, many players can't help but metagame: the problem then is that when the rules are being metagamed, SC rules break down really fast, and most other rules do not.
The bottom line is that while SCs look like an easy mechanic, they actually come with a whole slew of pitfalls and caveats. That means that a good DM can make them work, but a good DM doesn't need the mechanic anyway; it also means that a poor DM is likely to screw them up. Ultimately it's a rule that's not needed for good DMs, and detrimental to poor DMs.
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