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Switch to Forum Live View Legends & Lore: Playtest Update
8 months ago  ::  Oct 02, 2012 - 12:17PM #631
Promitheas
Date Joined: Oct 21, 2008
Posts: 567
Since its a most important quest objective, give the dcs you think (difficult or not according to situation) and reward them as a combat level encounter.

What more is needed than a few guidelines?

After finishing you think they didnt try that much and it was more easy than you imagined? Go with the easy encounter reward. It was spectacular and you were impressed by your players? Go with the difficult xp reward.

Why the whole succeses thing? the primary and seconary skills? The whole structure in general?

Dms improvise all the time. Prior editions never defined such things and I never heard or saw one complaining that they couldnt chase someone through the roofs, follow a pirate ship or sneak into castles.

Im not sure what a sc challenge structure will accomplish, that a few guidelines wont.
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8 months ago  ::  Oct 02, 2012 - 12:23PM #632
dmgorgon
Date Joined: Jan 10, 2012
Posts: 2,765

Oct 2, 2012 -- 12:03PM, cheethorne wrote:

Oct 2, 2012 -- 11:51AM, dmgorgon wrote:

All I'm saying is that if you focus on designing skill challenges then you might miss out on potentially very funny and odd situations that wouldn't otherwise occur.     If for example I created a number of skill challenges around entering the castle at night, I might forget to even include the kitchen as a possible entry point into the main keep.   On the other hand if I design the castle and fill all the rooms with all sorts of interesting things the adventure plays out more naturally.    That zombie chef IS in the kitchen making morning bread.   The halfling janitor is cleaing out the latrine.   Quasimodo has a scab collection hidden away in his night table drawer.   etc.    If on the other hand I just make skill challenges all that fun stuff might get overlooked.



Right... but none of that prevents you from organizing the whole thing as a Skill Challenge. The players still have to get into the castle and get the McGuffin and doing so involves a series of "stuff". Some of that "stuff" is going to be skill rolls, some of it might be combat encounters, some of it might be good role-playing based on interesting events. As the DM you know the likely minimum amount of "stuff" that it is going to take to get to the McGuffin and you make that the Skill Challenge reward. If they do something beyond the expected, like try to clear out every room in the castle, than you reward them accordingly, but putting the first part in a Skill Challenge doesn't prevent them or you from doing anything.

Oct 2, 2012 -- 11:53AM, dmgorgon wrote:

I'd randomly pick any number that I want.   no big deal.    It all depends on how important the McGuffin is to the story.



And all skill challenges do is help you organize this and help you figure out how to calculate the XP reward to give the players. In the same way that many important battles are also difficult battles, the important McGuffin retrieving missions are the most difficult skill challenges.




You are right, nothing prevents me from making a skill challenge out of what I think are possible scenarios.   I'd just rather spend my time adding more detail to my castle than to spend time on things that may or may not even happen.     I could detail every single room in the caslte and then design skill challenges or obstacles for the PC's to overcome, but I'm just not convinced that's a good way to spend my time.   

Sure I wouldn't  mind looking back retroactively at the scenario and awarding XP, but I really don't think I need a skill challenge mechanic for that.    That task is more akin to assigning quest XP.    







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8 months ago  ::  Oct 02, 2012 - 1:28PM #633
Diffan
Date Joined: Sep 19, 2006
Posts: 3,343

Oct 2, 2012 -- 12:17PM, Promitheas wrote:

Since its a most important quest objective, give the dcs you think (difficult or not according to situation) and reward them as a combat level encounter.

What more is needed than a few guidelines?

After finishing you think they didnt try that much and it was more easy than you imagined? Go with the easy encounter reward. It was spectacular and you were impressed by your players? Go with the difficult xp reward.




Excellend advice.

Oct 2, 2012 -- 12:17PM, Promitheas wrote:


Why the whole succeses thing? the primary and seconary skills? The whole structure in general?

Dms improvise all the time. Prior editions never defined such things and I never heard or saw one complaining that they couldnt chase someone through the roofs, follow a pirate ship or sneak into castles.

Im not sure what a sc challenge structure will accomplish, that a few guidelines wont.




Experienced DMs improvise all the time. I think Skill Challenges, in their beginnings, were designed with the Green-Thumb DM specifically in mind. Structure, successes, the use of primary and secondary skills were all elements to help give perspective to newer DMs. Secondary skills, specifically, were designed to help players think outside the box instead of what things Skill X does. Applying that skill in multiple and unique ways that, while not directly related to the task, might help someone elses primary skill function more efficiently. 
  
Additionally, I think the the number of successes vs. failures was a good way to indicate just how bad or good a situation is going and go from there. A negotiation in which the PCs have delegated with Roleplaying and the occasional Diplomacy (or Intimidate) skill should change how their ideas are received, from poor to good rolling.

I don't see why we couldn't have guidelines and structure in the game. Or even Skill Challenges for that matter.

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8 months ago  ::  Oct 02, 2012 - 1:38PM #634
AbdulAlhazred
Date Joined: Jan 9, 2009
Posts: 10,249

Oct 2, 2012 -- 3:14AM, Shasarak wrote:

Oct 1, 2012 -- 7:24PM, AbdulAlhazred wrote:

Uhhhhhh, I'm the DM, it will take as many successes as I say it takes.




Which brings us right back to the begining again.

Why have SC's if you are not even going to actually use them?  Or are they just trap options for the DM's who do not know enough not to use them?


Where in my examples have I not been demonstrating using them. The very message you clipped the above quote from suggested only that I could have one big SC to cover a whole 'castle break in' scenario, OR that I could make it a bunch of small SCs. Never did I suggest those SCs would not follow the rules. I'll also note that the rules already cover things like big successes that do more than one success (advantages, this is covered thoroughly in DMG2 and elaborated even more in the RC). This was the only point where I even directly touched on the actual resolution of the SCs.

Again, is the combat system a failure because I might use a solo, or 20 minions, or an elite and 12 minions, or 5 standards, or ... Gosh, all those alternatives, it must be fail, remove it! lol. Surely you don't think that we always follow the guidelines exactly for combat encounters either, right? I don't go in and say "OK, this one is a wolfpack, gotta have 5 skirmishers!" and that's all I can do. Go back to early 4e GD forum and some of the other forums and look at the sorts of crazy scenario types people were dreaming up. Unkillable monsters, giants so huge you battle with their feet, multi-part monsters, etc. All that is different from what the rules spell out in DMG1, so it must be the whole game is crap because you don't exactly use the rules right out of the book.

In other words, its a game of imagination, the rules are tools. SCs are good tools that can be altered to make a large number of specialized tools, or used as-is, just like other parts of 4e (and other editions). I merely suggest that 5e could use the same basic sort of framework.

That is not dead which may eternal lie
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8 months ago  ::  Oct 02, 2012 - 1:48PM #635
AbdulAlhazred
Date Joined: Jan 9, 2009
Posts: 10,249

Oct 2, 2012 -- 8:16AM, dmgorgon wrote:

Oct 2, 2012 -- 3:14AM, Shasarak wrote:

Oct 1, 2012 -- 7:24PM, AbdulAlhazred wrote:

Uhhhhhh, I'm the DM, it will take as many successes as I say it takes.




Which brings us right back to the begining again.

Why have SC's if you are not even going to actually use them?  Or are they just trap options for the DM's who do not know enough not to use them?





I agree, and what I found is that SCs don't get used completely unless you railroad the players through them.

As a DM, I think they are a waste of time to develop.  Even a perfectly developed skill challenge won't always play out as you had expected and you'll be forced to improvise anyway.     In this case, developing a skill challenge requires a good DM, one that is capable of predicting all the possible outcomes of any given situation before the game even starts.  

Let's say the goal is to sneak into the castle.  The skill challenge(s) you design might include climbing over the wall at night or wearing a disguise to enter through the main gates.  In fact, you might end up writing half a dozen different skill challenges in hopes that you have covered all the possible actions the players might perform.    In fact, you might be very proud of all the work you put into them and had them reviewed on the D&D forums.   The problem is that all that work will be in vain. The PC might decide to bribe the guard that watches the northern wall to drop a rope and look the other way as they climb over.    In that case all the stealth checks you had originally created to sneak past the guard and climb the wall are not used.    As the DM, you've just wasted your time developing these skill challenges.


Finally, I think that far more XP should be rewarded to the PCs for executing a good idea that circumvents an encounter / SC.   






What's the alternative? You are still going to have to detail all the points where the players might send their PCs to get into the castle and detail the difficulty of all the things they might try. If they try something you didn't think of all that work is still in vain. This has nothing to do with SCs, it is just a hazard of building a very sandboxed adventure. There are a few ways to deal with that of course. The simplest and most frequent is the DM just railroads things. Another approach would be to make it all more abstract and have the focus be on something else, like the personality interactions of the PCs and NPCs or something (so maybe the doing stuff in the castle is sort of backdrop and the real action is social (maybe gaining the trust of an NPC or something).

Of course you may also just do the straightforward thing and detail all the possibilities, old school. Every room and hallway is described. Yup, some of it will get skipped, but wonder of wonders if you have a good SC framework then you can toss together the more straightforward SCs in a matter of moments. Nothing much is lost, just like "Room 4b - 6 orcs, hit points 8,6,5,3,2,2, spears and daggers" really wasn't a big loss back in the day if nobody ever got there.

That is not dead which may eternal lie
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8 months ago  ::  Oct 02, 2012 - 1:51PM #636
Promitheas
Date Joined: Oct 21, 2008
Posts: 567
I see your point diffan.

In my opinion sc created an unnecessary box for something that could be way more simple and then struggled to create loopholes all around to get out of that box or shoehorn things into it.

Example

Why you need primary and secondary skills. Why secondary skills helped players think out of the box? You present a situation and you let your characters free to interact with it. Do they want to bribe the guards? do they want to climb the wall? do they want to unfold another sail so the ship will go faster? Let them, go with the flow. You are presenting something and you are basically reacting based on what you have in mind.

There is nothing new about that now is it?

What Im afraid here is giving new dms or groups new to roleplaying "wrong" assumptions about skill challenges.

Lets take our negotiation example. Dmg should emphasize that you should have a vague definition of the npc personality the players are gonna negotiate with. Is he proud, arrogant, shy, crazy? Set some personality traits in your mind and then present him to your players. Give them a narration perhaps betraying a thing or two if you wish and let them interact... Thats about it.

I guess you may say my biggest fear with sc is this. An arrogant duke negotiates with pcs. One of them decides to intimidate him by proclaiming that if he wont help them they will kill his children. Roll. Failure. Ok it doesnt work let carry on.

Everything should matter, rolls, descriptions, circumstances everything. I dont want to see new players just keeping tabs of succeses and failures and missing the actual point/fun which is interaction.
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8 months ago  ::  Oct 02, 2012 - 1:59PM #637
AbdulAlhazred
Date Joined: Jan 9, 2009
Posts: 10,249

Oct 2, 2012 -- 11:08AM, dmgorgon wrote:



No, the trick is to simply design the castle as one would expect a castle to be designed.   That way you can use it for whatever you want.      

With this approach, the zombie chef will be waiting for them if the pcs try to enter inner keep through the kitchen at night.




And who exactly builds their castle and doesn't guard the back door? lol.

More than that, so what? The whole POINT is to have an interesting story. The players don't know OR CARE exactly what some theoretical objectively designed castle looks like. They never see that, it doesn't even exist for them because it is not something they encounter. What they encounter is the actual castle with the 'zombie chef' in the kitchen which is supplied by the logic of narrative storytelling when it is needed.

That is not dead which may eternal lie
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8 months ago  ::  Oct 02, 2012 - 2:28PM #638
isaic16
Date Joined: May 28, 2009
Posts: 1,200
I'll be honest, I doubt most of the people that claim Skill Challenges don't work probably never read the articles that are referenced as the 'failed methods to fix SCs'.  I have several game sessions that I play with my GF, two of which are 4e.  The most important part of understanding Skill Challenges is understanding that they are broad, that they are flexible, and that they are optional. 

In general, even when I go back to my 3e game, I will use a SC-esque model for non-combat encounters (ie the group was on trial, and each had to testify.  each one's was a mini-SC, but some characters might use a prayer to a god, while others might have used a scry spell, and the bard was the only one that actually used the traditional 3-failure system)

If you're running a combat-light campaign--which I do--I find that having SC's (either already prepared, or spur of the moment) is a great way to add set-piece events which serve to bring tension without resorting to combat (particularly the sometimes-plodding 4e combat).

@dmgorgon: I'm not sure I understand how your castle-building is really different, in practice, from an open-ended skill challenge (see this article: www.wizards.com/dnd/Article.aspx?x=dnd/d... ).  The only difference is that you might plan beforehand what skills might be suggested in each of the events that are occuring in the castle (take the zombie chef: is that a combat encounter?  Or could they use a few athletics checks or bluff checks to get around him?)

The worst thing that ever happened to the SC system was the initial tie to '3 failures and done'.  You have to play to your strengths, and to your table, which often means morphing them beyond recognition.  (when I'm DMing, I mostly just have a number of successes vs failures, and some idea what might constitute a major success.  Since my GF likes to be aware of SC's I place a counter showing the success/failure count and let her go off and say what she's doing, let her roll, and mostly just mediate and describe the outcome of each action.  On the other hand, when she's DMing, she has learned that I need a lot more prompting or I get overwhelmed by choices (particularly because it is a large-cast campaign).  Because of that, we've adapted those SC's to have much more rigid structure, focusing on somewhat more pre-outlines skills, similar to how it initially appeared in the DMG1.)
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8 months ago  ::  Oct 02, 2012 - 2:34PM #639
AbdulAlhazred
Date Joined: Jan 9, 2009
Posts: 10,249

Oct 2, 2012 -- 1:51PM, Promitheas wrote:

I see your point diffan.

In my opinion sc created an unnecessary box for something that could be way more simple and then struggled to create loopholes all around to get out of that box or shoehorn things into it.

Example

Why you need primary and secondary skills. Why secondary skills helped players think out of the box? You present a situation and you let your characters free to interact with it. Do they want to bribe the guards? do they want to climb the wall? do they want to unfold another sail so the ship will go faster? Let them, go with the flow. You are presenting something and you are basically reacting based on what you have in mind.

There is nothing new about that now is it?

What Im afraid here is giving new dms or groups new to roleplaying "wrong" assumptions about skill challenges.

Lets take our negotiation example. Dmg should emphasize that you should have a vague definition of the npc personality the players are gonna negotiate with. Is he proud, arrogant, shy, crazy? Set some personality traits in your mind and then present him to your players. Give them a narration perhaps betraying a thing or two if you wish and let them interact... Thats about it.

I guess you may say my biggest fear with sc is this. An arrogant duke negotiates with pcs. One of them decides to intimidate him by proclaiming that if he wont help them they will kill his children. Roll. Failure. Ok it doesnt work let carry on.

Everything should matter, rolls, descriptions, circumstances everything. I dont want to see new players just keeping tabs of succeses and failures and missing the actual point/fun which is interaction.


Well, I think the lists of skills were for the DM more than anything. Nothing in the SC presentation indicates that the DM would or should ever tell the players "these are the primary and secondary skills". The presentation suggests that DMs might explain which skills might be relevant to obvious courses of action at any point (so the players probably DO know what the primary skills are) but the whole notion that the DM lays out the SC like some road map for the players to follow makes little sense to me. It sure has been persistent, but it is not even suggested in the rules and certainly doesn't match with what I see good DMs doing.

In all fairness though, I don't consider the "list of skills" presentation of SCs to be very good. I think the "list of obstacles" is better, as suggested above. You can add to that a list of resources, which you can use to generate advantages.

So, my "steal the McGuffin from the castle" SC might have:

Obstacles-
1) Moat
2) Outer walls
3) Inner keep
4) Traps guarding McGuffin
5) Alarm Spell
6) Outer guards
7) Inner guards

Resources-
1) Guards loyalty is low (bribery)
2) Secret tunnel into keep (need map)
3) Passphrase for alarm spell (buy from Joe)
4) Rope of Climbing (need to get from Emporium)

That should cover things at a basic level, you'll add some DCs and whatever, your success and failure conditions, and you're ready to go.

That is not dead which may eternal lie
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8 months ago  ::  Oct 02, 2012 - 2:38PM #640
Vic_Ferrari
Date Joined: Jul 29, 2012
Posts: 914
I can only think of resorting to Skill Challenges when DMing for the very young, and even then, seems insulting to them.
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