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8 months ago ::
Oct 02, 2012 - 5:52PM
#651
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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's why I suggested obstacles instead of skill usages. That way they can overcome them in any way they want, not just skills and they are easier to design. You could design them with a few suggestions like DC 14 stealth check, but they could overcome it with an invisibility spell or a distraction. This would open up the skill challenge system and make it more acceptable for all play styles...
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8 months ago ::
Oct 02, 2012 - 6:02PM
#652
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Because frankly the thought of watching a number slowly creep up to "success" just leaves me cold.
Actually I think my main complaint about a set number of achievements is that it smacks of the MMORP quest "Kill 50 pigs and I will give you a McGuffin" style of game which is bad enough on the railway track of a computer game but reeks in an actual game.
Pro DnD Member of the Axis of Awesome Fighters: Using socks to kill monsters since 2012 DnD Next: Now with more then 4 minutes of Roleplay per gaming hour Spoiler:
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"If you can't make an interesting human fighter, then you aren't ready to play anything else yet" Edymnion
"The idea of resting up between encounters to fill-up on hit points and spells struck my meta-gaming nine-year-old as a distinct possibility. "Are you mad?" says my seven-year-old "This place is full of monsters!" "jamesgrahamuk
All characters have a story. Spoiler:
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Sometimes that story is short and sometimes it is long. They can be tragic, comic or absurd. Some teach. Some are just to fill the empty spaces in our lives. Rarely it is a transcendent fugue only half remembered but wondered at. And frequently: "it is a tale told by an idiot, full of sound and fury, signifying nothing." -William Shakespeare
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8 months ago ::
Oct 02, 2012 - 6:05PM
#653
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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.
I like the resources. Maybe they make some good perception rolls and find the secret tunnel without the map, or maybe they have the map and find the tunnel without making a check at all. I like where this is going...
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8 months ago ::
Oct 02, 2012 - 6:06PM
#654
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How dare they think of something cool thats not in my obstacle list! arrrgh.
Actually poisoning the cistern would take out the guards so it would be in the list. That's the beauty of the suggested system. It focuses on the obstacles that must be overcome instead of on the skills that can be used...
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8 months ago ::
Oct 02, 2012 - 6:15PM
#655
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Because frankly the thought of watching a number slowly creep up to "success" just leaves me cold.
Actually I think my main complaint about a set number of achievements is that it smacks of the MMORP quest "Kill 50 pigs and I will give you a McGuffin" style of game which is bad enough on the railway track of a computer game but reeks in an actual game.
What if it were based on the number of obstacles that were overcome. Like maybe they get past the outer wall, fail at the guards and have to fight them, sneak into the inner building, and fail to get past some traps taking damage, but succeed at stealing the McGuffin. Then you could tally up the xp for each obstacle and give them a balanced amount of xp. It wouldn't be about X number of failures before Y number of successes or whatever. It would be achieving the goal. If they failed to get past the outer wall they would fail because without getting past the outer wall you can't retrieve the McGuffin.
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8 months ago ::
Oct 02, 2012 - 6:21PM
#656
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Because frankly the thought of watching a number slowly creep up to "success" just leaves me cold.
Actually I think my main complaint about a set number of achievements is that it smacks of the MMORP quest "Kill 50 pigs and I will give you a McGuffin" style of game which is bad enough on the railway track of a computer game but reeks in an actual game.
What if it were based on the number of obstacles that were overcome. Like maybe they get past the outer wall, fail at the guards and have to fight them, sneak into the inner building, and fail to get past some traps taking damage, but succeed at stealing the McGuffin. Then you could tally up the xp for each obstacle and give them a balanced amount of xp. It wouldn't be about X number of failures before Y number of successes or whatever. It would be achieving the goal. If they failed to get past the outer wall they would fail because without getting past the outer wall you can't retrieve the McGuffin.
I guess you could break it down to the level of individual actions like they did with ADnD with each level of spell or individual GP gave you experience.
I would probably lean towards a percentage based version of XP myself based on how fast I want the group to level up and how significant the scenario was. Maybe something ranging from 1% to 10% of the next level in XP?
Pro DnD Member of the Axis of Awesome Fighters: Using socks to kill monsters since 2012 DnD Next: Now with more then 4 minutes of Roleplay per gaming hour Spoiler:
Show
"If you can't make an interesting human fighter, then you aren't ready to play anything else yet" Edymnion
"The idea of resting up between encounters to fill-up on hit points and spells struck my meta-gaming nine-year-old as a distinct possibility. "Are you mad?" says my seven-year-old "This place is full of monsters!" "jamesgrahamuk
All characters have a story. Spoiler:
Show
Sometimes that story is short and sometimes it is long. They can be tragic, comic or absurd. Some teach. Some are just to fill the empty spaces in our lives. Rarely it is a transcendent fugue only half remembered but wondered at. And frequently: "it is a tale told by an idiot, full of sound and fury, signifying nothing." -William Shakespeare
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8 months ago ::
Oct 02, 2012 - 6:54PM
#657
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Date Joined:
Oct 21, 2008
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Iokiare I really hope you'll understand at some point that what you are suggesting so far is your favorite dm notes system that everyone writes or improvise in his head and present it as a "system".
Why does it matter how many obstacles the players overcome? Isnt the goal more important than the actual numbers? Check my previous post about minor/major quests rewards (easy/average/difficult encounter) if you want.
What if they fail at some point? Will they be failure alternatives to every possible outcome? Or we go back to the failure/success ratio?
DemoMonkey, can you please elaborate on how scs helped you improvise? I must admit thats the first time I hear such an argument. Was it the whole thing? The succeses/failures numbers? The primary/secondary skills?
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8 months ago ::
Oct 02, 2012 - 6:59PM
#658
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The problem is that all of those mechanics start to detract from what D&D is supposed to be about -the story. If the players are concerned with meta gaming through a set number of obstacles for the "win" it detracts from the spirit of the story and becomes about the game. Rules should be there to facilitate story. MMORPGS aren't about stories, they are about overcoming obstacles.
"If it's not a conjuration, how did the wizard
con·jure/ˈkänjər/Verb 1. Make (something) appear unexpectedly or seemingly from nowhere as if by magic.
it?" -anon
"Why don't you read fire·ball / fī(-ə)r-ˌbȯl/ and see if you can find the key word con.jure /'kən-ˈju̇r/ anywhere in it." -Maxperson
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8 months ago ::
Oct 02, 2012 - 7:13PM
#659
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Date Joined:
Feb 19, 2009
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Promitheus
Unless using a prepared module, I have never had a set piece SC. Never needed it; if I planned the encounter, I already know the obstacles that need to be passed or avoided.
But if the (non-combat) encounter was something I had NOT planned for, but which seems complex enough that a single die roll would be an unsatisfactory way to resolve it, then the SC rules gave me a compromise between "elaborately plotted" and "oh just make up any old thing to keep the story moving and pretend later it's what you had planned all along". Which is not a criticism of either of those approaches btw, they are both necessary elements in a DMs toolbox; but sometimes you need something in the middle.
Now, the SC system may have been originally designed as another form of encounter pre-planning, but I don't think that is it's strength. I think, if it makes a reappearance in 5E, it needs to be fleshed out as an tool to assist improvisation.
An example of what I used it for was a city rooftop chase scene. The players potentially had to make Athletics checks to keep up with the escaping thieves, Intimidate checks for the people trying to follow on the ground ("OUT OF OUR WAY, KINGS BUSINESS!"), Acrobatics checks to walk a clothesline, Intelligence checks to figure out where the thief might be running to, Thievery checks to evade the traps the thief had planted to cover their escape, etc. The SC rules helped me figure out a reasonable number of successes and failures.
The encounter hadn't been planned in advance, - at all - because the players were new in town and had nothing to steal. UNTIL, rather than settling in and getting their bearings, an audacious and unexpected holdup of some corrupt city watchmen netted them a chest of coins and made them targets for thieves. About 4 sessions early!
Thats what I need the system for. Just something to consider.
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8 months ago ::
Oct 02, 2012 - 7:33PM
#660
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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.
I think this type of presentation would be a lot more effective for presenting an encounter situation then we have seen previously.
By presenting obstacles perhaps we can focus on what the characters are actually doing within the scenario rather then what skills the players are going to try and use to complete it. It opens up the game to roleplaying, character skills and abilities as well as magic as ways to by pass obstacles.
Because frankly the thought of watching a number slowly creep up to "success" just leaves me cold.
Well, I could say if you're 'watching a number creep up' your doing it wrong, and this is a rare case where I guess in effect we agree. 
The most basic advice with ANY encounter, SC or combat, is to make it move. Give it a plot. Make it a story. That's the essence of RP gaming, story. There's a plot, there are actors, there is a setting, and there is an idea that drives it all. If you have that, then there will never be creeping up to success or boring grinding fights. There will just be adventure.
That is not dead which may eternal lie
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