What part of relative is confusing you?Swordslinger wrote: It tells you the DC based on the level of the challenge. But nothing says the level of the challenge always has to equal your party level.
1) If you want to do something like 'have difficult locks' while simultaneously going 'but talking to the guards is easy' you can't DO that. Even if you adjust the level of the skill challenge upwards, you've made the 'talking to the guards is easy' part harder!
That's what relative means, guy. There aren't objective DCs. In a sane game, you could totally have tasks of differing difficulty.
2) Because of this, there's STILL no measure of objective difficulty. The difficulty of any particular task is assigned to what level you set the skill challenge at, which is the same thing as PCs not getting any better at anything. Making the treadmill go faster does not take PCs off of the treadmill.
The only way you could make this work is to pull DCs out of your ass. Convincing the guards to let you through is a level 4 medium difficulty DC, but picking the lock to the vault is a level 12 hard DC! I mean seriously, WTF?
3) While the skill challenge guidelines do not say 'don't adjust the level', they do not ever say or hint at you should do that. It says right on page 72 to:
- Set a level for the challenge and DCs for the checks involved. Notice it does not say levels, plural.
- If there is any lingering doubt, after you set the starting point, you adjust the level of the challenge AFTER YOU DETERMINE THE DCS. Skill challenge levels are done in a post-hoc fashion. They HAVE to be, because as you'll see by point 4 (though you should really know this by now) they're set relative to level. The only way DC would be consistent with the level of PC's feats is if you're in one of those MMORPG dungeons where Noob Cave got upgraded to Spider Cave and the rope bridges are a little more unstable, the skeleton knights swords are a little longer, etc. all uniformly with little deviation. How conveeeeeenient.
4) Finally, this is for 'Actions the Rules don't cover' rather than Skill Challenges per se. Unfortunately, the skill challenge guidelines tell you to refer to this chart. Anyway, the DMG (page 42) CLEARLY adjusts the difficulty of a stunt for the player's level rather than the objective difficulty of it. I mean, seriously, here's what it says:
Setting Improvised Damage: Sometimes you need to set damage for something not covered in the rules--a character stumbles into the campfire or falls into a vat of acid, for example. Choose a column on the DC and Damage table based on the severity of the effect. Use a normal damage expression for something that might make an attack round after round, or something that's relatively minor. These numbers are comparable to a monster's at-will attack (Ed note: Did the massive damage errata cover this table or not?). Use a limited damage expression, comparable to a monster's special powers, for one-time damaging effects or massive damage.
Example: Shiera the 8th-level rogue wants to try the classic swashbuckling move of swinging on a chandelier and kicking an ogre in the chest on her way down to the ground, hoping to push the ogre into the brazier of burning coals behind it. An Acrobatics check seems reasonable.
This action is exactly the kind of thinking you want to encourage, so you pick an easy DC: the table says DC 15, but it's a skill check, so make it DC 20. If she makes that check, she gets a hold on the chandelier and swings to the ogre.
Then comes the kicking. She's more interested in the push then dealing any damage with the kick itself, so have her make a Strength attack against the ogre's Fortitude. If she pulls it off, let her push the ogre 1 square into the brazier, and find an appropriate damage number.
Use a normal damage expression from the table, because once the characters see this trick work they'll try anything they can to keep pushing the ogres into the brazier. you can safely use the high value, though--2d8+5 fire damage. If Shiera had used a 7th-level encounter power and sneak attack, she might have dealty 4d6 (plus dexterity modifier), so you're not giving away too much with this damage.
We can clearly see that the designers intend for the stunt to be based relative to the level of Shiera. It does not say or hint 'if the brazier was filled with acid, it'd be a higher-level stunt'. It may have been a limited damage expression stunt, but if she got to a higher level the brazier would've done even more damage.
Now I'm willing to cut the game designers some slack here, because it's a defensible design goal to say 'I can trade internal consistency for speed and easy of play'. But that's not the point. The point is, if the improved damage rules don't adjust for level, what makes you think that skill challenges can?
Then they're being self-absorbed cocks. Seriously, these people are no different from the DMs that feel that you should fail a skill check not because you didn't meet a DC but because you didn't roll high enough--even if the total modifier was a 27.Swordslinger wrote: Some people want a point where there doesn't exist a lock that can stop you. And well whatever, if the DM feels the same way, he can do that with his world in 4E. I don't advocate trivializing skills in that fashion, but if your group feels it adds more immersion, then whatever, knock yourself out.
Yeah, I don't have a problem with a game where there are DC 60 balance checks or locks. I do have a problem with a game that says 'well, in some games locks are a problem, in some games they aren't! Use your best judgment and these suggested DCs' and then uses this as an excuse to construct games where mundane locks foil paragon-tier rogues in some games and don't in other games.
First of all, do you know why skill challenges are crap? They're crap for many reasons, but the biggest reason is that it's a reflection of the exact paradigm you say doesn't exist in 4E.Swordslinger wrote: Skill challenges are crap. But that has nothing to do with the subject on 4E DCs being challenge level based and not based on arbitrary labels.
Have you picked up a 4E adventure module lately? I have Kingdom of the Ghouls right here and the skill challenge, which is convince Vocir to help your party out, is one thematically appropriate for 1st-level characters but uses DCs appropriate for mid-epic level parties. How convenient.
Or how about the other skill challenge, 'Traveling Through Gorgimirth Skill Challenge'? Since this is an adventure for characters of level 24-26, you'd expect some pretty epic shit, right? Well, no. Here's what you can expect. If the skill challenges seem a bit low, it's because this adventure was published June 2009, which I believe was after WotC got wind of how much their system sucked and published a non-errata that made the skills so easy that everyone would auto-win. These aren't paraphrased, this is exactly how it appears in the module.
Dungeoneering: The characters find a safe path through the tunnels, realizing that the right direction lies in the tunnels that lead downward, away from the top of the mountain. (Ed: DC 26, we're rocking this epic-level shit here, baby!)
Stealth: The characters quietly work their way past a pack of bloodspawn devourers, remaining undetected. (Ed Note: The DC is 26 but the monsters have a Perception of +19.)
Athletics: The characters easily climb over hazardous recesses in the tunnel and jump over black, foul-smelling eruptions to progress deeper into the mountain.. (Ed Note: The first time it's DC 17. Doesn't follow the skill checks in the book, but whatever. The second time it's... DC 26? WTF? The skill challenge even uses the exact same description!)
There's more, but you get the idea. The sad thing is that this is actually one of the better published ones. There are actually a small range of different results you can get without outright failing or succeeding. The adventure doesn't screech to a halt or end with deus ex machina if the players fail.
I suppose that you could never use the skill challenge or improved action guidelines ever. I mean the basic skill system, while pathetic and compressed, is acceptable for the Conan-the-Barbarian grade shit the game peddles.
Unfortunately, you don't get experience or anything for using the PHB skill system. The 4E workday (and thus experience payout) is balanced around the assumption of you using skill challenges. As much as people would REALLY REALLY like the shibboleth of skill challenges to go away, it's just not going to.