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Switch to Forum Live View Actually running skill challenges
7 months ago  ::  Nov 10, 2012 - 1:09PM #1
Calion
Date Joined: Oct 21, 2005
Posts: 204
Okay: I'm an experienced DM. I've run 2nd, 3rd and 4th Ed. games. I've been running 4e for some time now, and my current campaign for over a year. And I have a confession to make:

I have no idea how skill challenges work.

I know how to make them. I know how to read them. But I have absolutely no idea how to actually run them. I haven't done an exhaustive online study of the subject, but I have read the relevant material in the DMG and DMG2, as well as a handful of articles online, and I still have no clue. No one seems to answer my basic question: What do I actually say when running a skill challenge? The original description in the DMG made some sense: Roll initiative, and ask each player in turn what his action will be. But that got redacted in the errata, and I think that's probably a good idea, as skill challenges should be more free-form than that. But what do you do? Does anyone know of an example (audio would be awesome!) of a skill challenge (for a party, not just one character) being run in an actual game? Do you tell the players all of the possible skills and then let them decide how to use them? Or do you let them try things whether or not those skills are on your list? What if they just stare at you blankly? Do you say "now we're having a skill challenge!" or do you just ask them what they do now? Do you let one player take multiple actions in a row, or do you make them take turns?

Of course, us old-school DMs have been running 'skill challenges' since 2e, at least: You set up the situation, and ask the player what he plans to do about it. He tells you, you tell him what skill to roll, and you announce the results. That's great--but not nearly as structured as skill challenges, and it never occurred to us to actually give out XP for skill checks. I love the idea of skill challenges, but I have not been able to figure out how to make them work in an organic, fun way.
SyDarkSun, my 4e Dark Sun campaign
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7 months ago  ::  Nov 10, 2012 - 2:54PM #2
Khift
Date Joined: Jul 20, 2005
Posts: 699
I second this. I've run a couple and sometimes they work (as in, is fun) and sometimes they don't work and I can't seem to distill what separates a good skill challenge from a bad one.
"One skilled at battle takes a stand in the ground of no defeat
And so does not lose the enemy's defeat.
Therefore, the victorious military is first victorious and after that does battle.
The defeated military first does battle and after that seeks victory."

    -- the Art of War
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7 months ago  ::  Nov 10, 2012 - 7:01PM #3
Centauri
Date Joined: Jul 21, 2004
Posts: 9,674
I love skill challenges. I consider myself pretty good at making them and running them. Unfortunately, I don't have time to write up much about them right now. Maybe later.

Basically, it's not as mechanical and codified as the "rules" make it sound. Provide rich description, have the challenge go on the "offensive," and make sure you provide an interesting way to fail, and you can't go far wrong.

The listed skills are just the primary skills, the ones that work without much question. Any skill can work, if it makes sense.

More later, with some play-by-post examples.
[N]o difference is less easily overcome than the difference of opinion about semi-abstract questions. - L. Tolstoy
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7 months ago  ::  Nov 11, 2012 - 4:16AM #4
Centauri
Date Joined: Jul 21, 2004
Posts: 9,674
I don't think I have any recorded examples of skill challenges. There are a few play-by-post examples in the 4e Skill Challenges group (community.wizards.com/skill_challenges_4...) but otherwise that group is basically defunct.

The reason I love skill challenges is because they showed that there was a way to address the issues that have historically come up with non-combat parts of the game. This way doesn't cover everything, and not all aspects of that way need to be (or can easily be) applied to every non-combat challenge, but if nothing else, it's good to have some sort of a fallback.

What I tell experienced DMs is that skill challenges are no different from what they've always done, it's just that now they have some backing in the rules. Those rules don't advise anything that we couldn't or should have always been doing. So, as a default, don't do anything different than you've always done. If you want to use skill challenges, start by adopting the aspects of the rules that solve any problems you had with the old way - and if you had no problem with the old way, just continue using that.

For me, these are the key aspects of skill challenges. They only one I don't consider to be optional is the first one:

1. Failure must be interesting: I never got this, in all the many years and editions and games I've played, but it's obvious now, and it's key. If you're making an extended challenge out of something, don't make the ending fall flat, or be a dead end. Don't just expend resources. Make the ending something that the PCs can pick themselves up from and move on with. Make it an interesting complication. If you do this, then pretty much nothing can go badly wrong with your skill challenge. If you can't see a way to do this, consider not making it a challenge at all, because it won't be to anyone's benefit for the PCs to fail it. (Incidentally, this applies to combat as well as non-combat, but I won't harp on this here.)

2. Neither failure nor success can be short circuited: It's classic to have a delicate negotiation, or infiltration spoiled by a single roll. It's classic to have a seemingly impossible task knocked out by a natural 20. It can also be aggravating. If you enjoy those kinds of scenes, keep them, but skill challenges mean you don't have to. Have some fun describing the results of the die, but the challenge continues. The required successes or failures allow the scene to develop at least a little, allowing for some back-and-forth, and also some involvement by multiple characters.

3. Some skills always work, some not always: There are no "possible" skills. The "primary" skills are just the skills that definitely apply to the challenge. Any other skills (what were originally called "secondary" skills) might also apply if they seem plausible, but the DM should not feel compelled to give a success or failure or anything else for those rolls. The way the skill is making the challenge less complicated (i.e. granting successes or bonuses or positives) or more complicated (i.e. granting failures or penalties or negatives) needs to be clear. Try thinking about actions, rather than skills. How can this action make things better or worse and what's the applicable check to make.

3a: Some skills never work, or work but don't directly help: Some skills can be locked out. This gets over used, as with Intimidate in negotiations (because people don't seem to get what "intimidate" can mean). Use it sparingly, and to shake things up. Other times, the challenge isn't "about" the skills you'd expect it to be. Yes, you need to negotiate with someone, but that's the easy part and the hard part is weaving through the social scene, or something.

4. Use a DC that makes sense with your description: Don't use a DC just because it's appropriate to their level. Use the DC you think is appropriate to your description. If you want to use a DC appropriate to their level, try to distinguish your description of it in some way from the description you'd use for a higher or lower DC. If, in describing it, the challenge seems like it should be trivial or impossible for the party, then consider not making the scene a challenge.

5. Use them like monsters: This, to me, is what the codified XP for skill challenges means: that they can and should be linked up with each other and with combat. This realization is what made skill challenges really click for me. They often don't make very much sense when they're just by themselves. And they don't really make sense when lots of skills are shoehorned into give everyone something to do. Better just to have other things going on.

There are lots of ways for a skill challenge to go bad, and anyone who has played older editions has seen them before skill challenges were even invented: lame description, blocking for no good reason, a challenge that the DM either won't let succeed or won't let fail, players doing weird things or not clear on what to do, players afraid to make things worse. Some of these the mechanics can help with, some they can't.

That's enough for now. I'm happy to discuss more and might even be able to be convinced to run an example challenge at some point.
[N]o difference is less easily overcome than the difference of opinion about semi-abstract questions. - L. Tolstoy
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7 months ago  ::  Nov 11, 2012 - 6:30AM #5
5Shilling
Date Joined: Aug 9, 2011
Posts: 31
I would also appreciate some Actual Play transcipts. I really have a problem swallowing Skill Challenges - in fact I have hacked apart the XP award rules so that I can generate skill challenges on the fly or even just after they have happened. I'm pretty happy with the way I run out-of-combat encounters now so I don't think I would ever go back to Skill Challenges compleytely, but I am still interested in learning ways that other people make them work.
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7 months ago  ::  Nov 11, 2012 - 6:44AM #6
Krusk
Date Joined: Nov 30, 2005
Posts: 4,925
Skill challenges require a lot of house rules because there are like 14 different official ways to run them. 

The important part is that the PCs need X successes  before Y failures. You probably want something that encourages everyone to try something every round. (By default if you are bad at something and fail, you hurt the group so only people who are good attempt) Aid another actions can help this if you don't have them count as a failure.  

If/when I run them I use them as a timer. The group needs X successes to succeed on something. Navigating the woods, performing a chase scene, convince the king to do something. Each attempt takes [arbitrary] ammount of time. The failure limit can be in play if you want, but I generally avoid it.

It takes 1 day each attempt to navigate the woods. Every 1d4 days they are random encountered. The PCs attempt to navigate the woods. Eventually they will pass, but the poisoned king will die in a week. You need 5 successes to get through the woods. They can use nature skill to navigate the woods, but they also need food. Each survival check also takes 1 person 1 day, and success provides food for 4 people that day. Endurance checks can be made to forgo food for a day. Each person can make 1 check a day.

The group bursts into the royal court. The king looks shocked and he hears his guards shouting to get in as the PCs brace the door. (DM Note the guards come around a back way in 7 rounds) The PCs need to convince the king his guards are betraying him. Each round is 6 seconds, or a round. The PCs need 4 successes to convince him not to let the guards kill them.  Strength checks can be made each round to prevent people from opening the main door and ending the challenge early.
5e comments and thoughts all in one place. Check it out to provide feedback, mock, or steal ideas.
http://community.wizards.com/go/thread/view/75882/28835423/Krusks_5e_Design_Goals?sdb=1
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7 months ago  ::  Nov 11, 2012 - 8:38AM #7
Centauri
Date Joined: Jul 21, 2004
Posts: 9,674

Nov 11, 2012 -- 6:44AM, Krusk wrote:

Skill challenges require a lot of house rules because there are like 14 different official ways to run them.


There's really nothing gained by imagining there's any "official way" to run skill challenges.

[N]o difference is less easily overcome than the difference of opinion about semi-abstract questions. - L. Tolstoy
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7 months ago  ::  Nov 11, 2012 - 9:39AM #8
Shaddylogic
Date Joined: Aug 23, 2012
Posts: 167
Here is a site that I found to have helpful information for actually running a skill challenge.
critical-hits.com/features/skill-challen...


The easiest method I have found to incorporate a skill challenge is play normally, but indicate a success or a failure to the player to give them a nod that they just entered a skill challenge.  This should be more about the player choosing actions for the situation and the dm determining what failure looks like for the action.  It's no different than actually roleplaying through a situation and making some checks that you probably were any way other than the size and scope of the challenge.  Sneaking past a room of guards is one thing, but creeping into the prince's bedroom while he's asleep to steal some documents is alot more in-depth and would probably be more interesting as a skill challenge (although that is subjective).


     
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7 months ago  ::  Nov 11, 2012 - 11:30AM #9
Krusk
Date Joined: Nov 30, 2005
Posts: 4,925

Nov 11, 2012 -- 8:38AM, Centauri wrote:

Nov 11, 2012 -- 6:44AM, Krusk wrote:

Skill challenges require a lot of house rules because there are like 14 different official ways to run them.


There's really nothing gained by imagining there's any "official way" to run skill challenges.




Thats sort of my point. There are tons of "Official" ways. So you are going to have to house rule the entire thing to get it working. Knowing upfront that some of the printed books will be inaccurate helps a lot of people. Especially any rules lawyer players. "We aren't following the methods in this book, but rather this printed version" can help get them on board instead of fighting you when they notice some changes or discrepencies. 

5e comments and thoughts all in one place. Check it out to provide feedback, mock, or steal ideas.
http://community.wizards.com/go/thread/view/75882/28835423/Krusks_5e_Design_Goals?sdb=1
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7 months ago  ::  Nov 11, 2012 - 1:35PM #10
lofgren
Date Joined: Dec 27, 2008
Posts: 4,754
Here's my 2¢:

The essence of a skill challenge is simply that the end result of that challenge is dependent on multiple rolls rather than a single roll. For many DMs, there is absolutely nothing new about skill challenges. They probably resemble the same way that you have treated skills for years. A skill challenge just means: instead of walking into a bar and saying "I roll to see if I can gather information," the player instead rolls to talk to patron 1, then patron 2, then patron 3, etc.

Each "success" brings them incrementally closer to getting the information they want. Let's say they succeed when talking to patron 1, so patron 1 directs them to patron 2, who has a little more info. They succeed with patron 2, who sends them to a card game in the back where the really knowledgable guys hang out. Then they ask patron 3, a player in the game. They fail this check, so patron 3 lies to them and maybe pickpockets party leader's watch. This is a minor setback, so they go back to patron 3 and this time they threaten his life if he doesn't help. They succeed on this check and now they have 4 successes and 1 failure, so they should be pretty close to getting the info that they need.

Don't tell the party that they are "in a skill challenge." Present them with a problem and see how they solve it. If the party isn't in a skill challenge, it means that they are totally safe and the world is at peace. The entire game is one long skill challenge, with smaller skill challenges sprinkled throughout.

Don't be afraid to put a skill challenge on hold. I've had skill challenges that span months. The party might get their first two successes in Neverwinter, which leads to a clue hinting that they need to travel to Baldur's Gate. They spend three sessions traveling to Baldur's Gate in order to get their next success, then three sessions traveling back. In between, they fight battles and tackle other challenges.

Be flexible about what constitutes a "success." Players will often surprise you, and sometimes they'll do so by coming up with an idea that bypasses skills entirely, such as starting a fight. There's no reason that a barroom brawl couldn't have counted as one of the "successes" in the above example. You can even "nest" one skill challenge inside another, with success at one smaller, easier skill challenge constituting a one roll in a larger, more complex challenge.

Finally, it's been said before but let me reiterate: don't think in terms of success and failure. Think in terms of simplification and complication. If the party succeeds, either at a single roll or at the whole challenge, then their path forward should seem simpler and more straightforward. If they "fail," that's just an opportunity for you to make their task more complicated and convoluted. Quite often, "failure" should result in far more interesting situations than success, which is predictable.
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