Re: Skill Challenges
In reply to engine (msg # 27):
Lots of words, so bear with me once more.
I'm going back in time a bit to offer my own take on this, and the elephant in the room I saw hinted here. Since it has the D&D title, comparing 4E mechanics to its predecessors is entirely expected and acceptable, just as comparing Pathfinder to D&D 3.5 is acceptable due to its derivative status. In prior editions, you used a skill, you passed or failed. Sometimes degrees of success or failure mattered, such as the aforementioned Climb/Athletics check (in older editions, failing by 5 or more was very painful).
Most of the time, you use a skill in 4E, its the same mechanics as a prior edition.
A Skill Challenge does not work this way. Done as written, it breaks immersion. "Oh, a skill challenge." A chain of multiple skill rolls need to be done, with a certain number of successes needed to be obtained before a certain number of failures comes up. And it's strange that a combat doesn't have this same effect, but it doesn't, oddly enough.
Let's take one I ran for myself, in Thunderspire Labyrinth. Here the players encounter what is, based on my understanding of game mechanics, Vecna himself. No interest in fighting, he just wants to know what they want with his repository of knowledge, and what they are willing to give to get it. Intimidation gets one auto failure per use, as it laughs at you. The goal is twelve successes before six defeats.
You have to use Arcana, Religion, History, Diplomacy and Bluff, that last being very conditional. An Insight check reveals this thing can be fooled, and opens Bluff up, but while Bluff has a low target number, the successes are limited (as are Diplomacy's) and the moment Bluff fails, he's having none of that anymore.
Now, let's break down what we are doing for a moment. While this sounds really good on paper, this really isn't.
First, Fighter's got zero contribution to this, and in fact makes things worse. Go sit on the sideline and twiddle your thumbs. "But what about assist another rolls?" Assuming they even recall those exist (a lot of players forget), most players do not like being support, especially if they picked Fighter, the front and center of the group.
Rogue's next. Assuming she took Bluff, she has a contribution and likely a strong one if they are a Cunning build (maybe they have Insight, although at reduced effectiveness), at least until they blow a check: then go join the Fighter. If they didn't because they are Strength based and chose Wisdom, they'll probably have Insight, and then they are going to be with Fighter on the sidelines, because now they got nothing unless they have Bluff at reduced effectiveness.
Let's say member five is a Paladin, because why not: double Defenders means a strong front line. Diplomacy might or might not be a class skill he possesses: odds are maybe 66%, depending on build and inclination of the player. Insight also has a decent chance of being on the table, especially if they are the 33%. They will have something to contribute, unless they are one of the unlucky ones that have neither skill. So a small chance they will be doing nothing: Paladin's got a good chance of being in a strong position. He'll have Religion guaranteed, but not at a good roll.
So that leaves Cleric and Wizard, who have these skills, with the Cleric often being subpar at them for the same reason the Paladin is.
So let's break down what History/Religion/Arcana mean in the context of this situation: You are giving a god of evil information that he deems sufficient to be worth risking a servant of his for, either telling him something new, or confirming something he suspected. The Wizard might not have an issue with this, but the Cleric (and our earlier Paladin) if good aligned should honestly have severe issues with this idea.
Now, you CAN tell Vecna to go visit the Nine and take a long one from Asmodeus, but that just results in Vecna taking his ball and going home (failure condition), with the translation of that being "hope you didn't need those surges, encounters or one daily for the rest of this adventure." At LV7 or LV8, this really hurts, especially given what's waiting in here.
What's that? You don't want to serve evil but don't want to pay the price? Hope your group has Bluff, Insight and Diplomacy, and then give those players the floor and go do something else, or else start doing assist another checks. Until the group realizes you can only get four successes each with Bluff and Diplomacy each under the best of circumstances, meaning you HAVE to play his game, although with eight successes (being optimistic here), at least the loss of resources is much lower.
Let's say the group is okay with this situation though, maybe because they aren't thinking about it or maybe because they believe taking down the bad guy that is right here is more important than a scheme Vecna has tomorrow. When doing Arcana, Religion or History rolls, the player has no idea what they are giving Vecna that equals a DC22. You can roleplay Bluff and Diplomacy, which is interactive. Knowledge really isn't: you (the player) have no idea what you are giving him, and if you try to downplay the information and go for common stuff, that's too low of a DC, and isn't what you are giving up.
Of course, you could just figure Vecna already knows all this stuff, and is just being a troll to see the heroes squirm under playing his game, which means this entire skill challenge is nothing but an act of sadism the players cannot avoid or turn around on the one issuing it, which can actually cause the players to resent the story itself (or the DM who used it) if they figure that out.
You pass? Everyone loses a healing surge anyways. This was one of my first run ins with this system, by the way, before I learned the hard way not to run this system as is. Not a very good positive impression, even if some of this is just bad writing IMO. (Seriously, a GOD should not be standing in front of a LV7 group's path.)
You could say this whole situation is a result of bad writing, which is a legitimate counterpoint. But the essence of the situation is often the same, and frequently large chunks of the skill challenge idea need to be either disregarded or outright homebrewed to make a smoother situation, if the prior posts on this topic are any indication. At the very least, if only one or two players are going to have the floor, reduce the length and requirements of the challenge (technically a house ruling, but an acceptable one) or just make it a straightforward skill check (pass/fail) to keep the game flow going.
Also, some players will have those skills, but they will be subpar at them, and a subpar skill use often just adds a failure, making things closer to worse. This does not encourage interaction, because doing nothing doesn't deteriorate the situation, barring a DM ruling saying that's a automatic failure, and that can cause its own set of problems (such as skill challenges that require everyone to make an Endurance check, with consequences for everyone if half or more fail, or a duke who keeps looking from person to person asking what they think, with consequences if they commit a faux pas).
And then there is the last part: the challenge ends when a certain number is reached. This can feel very artificial, barring - again - careful DM preparation. And if this is a premade adventure, DM preparation is a throw of the dice, depending on the DM in question, as they may have assumed the adventure would have that sort of thing in advance for them.
So yes, skill challenges are flawed. A good idea, but rather clunky in execution. Generally once they are over, either the party gains something, hold the status quo, or loses resources but make it past. Or worse. they have to redo the challenge with lost resources. A combat allows everyone to pull their weight, to show what they can do in a direct fashion which can be seen and measured. Skill challenges often combine the worst of both RP sessions and mechanical ones.