Yet another stab at fixing skill challenges
Posted: Thu Jul 16, 2009 4:31 am
This is kinda quick and dirty, at least for now it's intended to be a very rough framework adaptable on-the-fly to various skill challenges.
1. DCs need to be brought in line with actual skill bonuses - not the pre-errata "you fail" nor the post-errate "you win". For now, I'm going with 14.5 + ( Lvl * 0.6 ) as a rough approximation, but the failure of 4e to keep skills even close to the RNG is insurmountable here.
2. All skill challenges have 3 sections - henceforth A, B, and C.
3. Each section should involve 2-4 distinct skills
4. These skills should not overlap, so there are 6-12 different skills available for each challenge. It's also a good idea for most sections to have skills based on different attributes - this tends to allow more characters a chance to participate meaningfully in that section.
5. In arbitrary order (I recommend order by seating, but you could roll initiative or whatnot) each player makes one skill check per turn.
6. Section A progresses directly towards the overall goal; Section B extends the number of allowed attempts for the team, and Section C prevents damage.
The exact mechanisms for each will vary with any given skill challenge
Math to come later
6a. If at the end of each turn, there are no Section A successes, then the group has not progressed towards the goal.
6b. If at the end of each turn, there are no Section B successes, then time is running out.
6c. If at the end of each turn, there are no Section C successes, then roll an attack ( bonus of Lvl+3 against an appropriate N.A.D.) on a random character (maybe this should be all characters, but that seems harsh to me). If this "attack" hits, then the character loses a healing surge from the stress, exhaustion or outright physical hazards involved in the skill challenge. (If that character has no healing surges left they suffer HP damage equal to their surge value)
7. If at the end of any turn, there are multiple successes for any given Section, each success past the first one provides a +2 bonus to the next single skill check made to attain another success on that Section in the subsequent round. (this replaces the standard Aid Another rules for skill challenges)
Example Skill Challenges:
Chase the Fleeing Dark Elf Through a Maze of Catacombs
A Section Skills: Athletics, Acrobatics, Endurance
Successes: These use raw physical prowess to move faster. An A section success lets the party use their full running movement rate instead of their single move walking pace
B Section Skills: Arcana, Insight, Intimidate, Bluff
Successes: These use knowledge of Dark Elves to predict the direction the dark elf will run or tricks to juke the enemy into running back towards you. A B section success limits the Dark Elf to a single move
C Section Skills: Perception, Thievery, Streetwise
Successes: These use observation and knowledge of dirty tricks to avoid both natural and emplaced hazards. If no C section successes are made a character may twist their ankle on the cavern floor, ram their head into a stalactite or set of a booby-trap, taking an attack against Reflex.
Peace Talks with the Lizardmen
A Section Skills: Diplomacy, Nature, History
Successes: These use negotiation and knowledge of the tribes to win concessions from the chieftain. The first success convinces the chief to agree to a cease fire for a month, the second success convinces the chief to agree to spare the PC's and their immediate families/holdings; the third success convinces the chief to agree to spare the PCs extended families/hometowns; the fourth success convinces the chief to agree to spare the PC's country/kingdom and the fifth success convinces the chief to call of this entire war against the humans/elves/halflings/etc, achieving peace and completing the challenge.
B Section Skills: Athletics, Intimidate, Insight
Successes: These use displays of force and knowledge of aggression to subtly persuade the subchiefs jockeying for position that your group is not worth the effort to attack. If the party goes two subsequent rounds without a B Section success, one of the Lizardman hunters will challenge one of the PCs to a ritual duel (which may be postponed until after the negotiations). If the party goes three subsequent rounds without a B Section success, a hunting party attacks the PCs, effectively ending the negotiation - but the concessions won from the chief previously still stand.
C Section Skills: Endurance, Heal, Streetwise
Successes: These use physical stamina, knowledge of swamp diseases and information gleaned from the lizardmen themselves to stand the heat, parasites and diseases that fester in the swamp. If no C successes are made, a random character suffers an attack against Fortitude.
Sneak into the Impenetrable Fortress
this one left a bit more on the abstract side to make the framework clearer and illustrate how it's simple enough to use on-the-fly
A Skills: Stealth, Athletics, Acrobatics
A Section Successes: You sneak further in. You need X of these to win the skill challenge and enter the sanctum undetected
B Section Skills: Bluff, Religion, Insight
B Section Successes: You distract the sentries and avoid the patrols through clever ruses, knowledge of their methods and an occasional minor miracle. You are only allowed N failures here before you are discovered
C Section Skills: Thievery, Arcana, Streetwise
C Section Successes: You bypass the traps, magical wards and natural hazards. If nobody makes a C section success a random character suffers an attack vs Reflex
1. DCs need to be brought in line with actual skill bonuses - not the pre-errata "you fail" nor the post-errate "you win". For now, I'm going with 14.5 + ( Lvl * 0.6 ) as a rough approximation, but the failure of 4e to keep skills even close to the RNG is insurmountable here.
2. All skill challenges have 3 sections - henceforth A, B, and C.
3. Each section should involve 2-4 distinct skills
4. These skills should not overlap, so there are 6-12 different skills available for each challenge. It's also a good idea for most sections to have skills based on different attributes - this tends to allow more characters a chance to participate meaningfully in that section.
5. In arbitrary order (I recommend order by seating, but you could roll initiative or whatnot) each player makes one skill check per turn.
6. Section A progresses directly towards the overall goal; Section B extends the number of allowed attempts for the team, and Section C prevents damage.
The exact mechanisms for each will vary with any given skill challenge
Math to come later
6a. If at the end of each turn, there are no Section A successes, then the group has not progressed towards the goal.
6b. If at the end of each turn, there are no Section B successes, then time is running out.
6c. If at the end of each turn, there are no Section C successes, then roll an attack ( bonus of Lvl+3 against an appropriate N.A.D.) on a random character (maybe this should be all characters, but that seems harsh to me). If this "attack" hits, then the character loses a healing surge from the stress, exhaustion or outright physical hazards involved in the skill challenge. (If that character has no healing surges left they suffer HP damage equal to their surge value)
7. If at the end of any turn, there are multiple successes for any given Section, each success past the first one provides a +2 bonus to the next single skill check made to attain another success on that Section in the subsequent round. (this replaces the standard Aid Another rules for skill challenges)
Example Skill Challenges:
Chase the Fleeing Dark Elf Through a Maze of Catacombs
A Section Skills: Athletics, Acrobatics, Endurance
Successes: These use raw physical prowess to move faster. An A section success lets the party use their full running movement rate instead of their single move walking pace
B Section Skills: Arcana, Insight, Intimidate, Bluff
Successes: These use knowledge of Dark Elves to predict the direction the dark elf will run or tricks to juke the enemy into running back towards you. A B section success limits the Dark Elf to a single move
C Section Skills: Perception, Thievery, Streetwise
Successes: These use observation and knowledge of dirty tricks to avoid both natural and emplaced hazards. If no C section successes are made a character may twist their ankle on the cavern floor, ram their head into a stalactite or set of a booby-trap, taking an attack against Reflex.
Peace Talks with the Lizardmen
A Section Skills: Diplomacy, Nature, History
Successes: These use negotiation and knowledge of the tribes to win concessions from the chieftain. The first success convinces the chief to agree to a cease fire for a month, the second success convinces the chief to agree to spare the PC's and their immediate families/holdings; the third success convinces the chief to agree to spare the PCs extended families/hometowns; the fourth success convinces the chief to agree to spare the PC's country/kingdom and the fifth success convinces the chief to call of this entire war against the humans/elves/halflings/etc, achieving peace and completing the challenge.
B Section Skills: Athletics, Intimidate, Insight
Successes: These use displays of force and knowledge of aggression to subtly persuade the subchiefs jockeying for position that your group is not worth the effort to attack. If the party goes two subsequent rounds without a B Section success, one of the Lizardman hunters will challenge one of the PCs to a ritual duel (which may be postponed until after the negotiations). If the party goes three subsequent rounds without a B Section success, a hunting party attacks the PCs, effectively ending the negotiation - but the concessions won from the chief previously still stand.
C Section Skills: Endurance, Heal, Streetwise
Successes: These use physical stamina, knowledge of swamp diseases and information gleaned from the lizardmen themselves to stand the heat, parasites and diseases that fester in the swamp. If no C successes are made, a random character suffers an attack against Fortitude.
Sneak into the Impenetrable Fortress
this one left a bit more on the abstract side to make the framework clearer and illustrate how it's simple enough to use on-the-fly
A Skills: Stealth, Athletics, Acrobatics
A Section Successes: You sneak further in. You need X of these to win the skill challenge and enter the sanctum undetected
B Section Skills: Bluff, Religion, Insight
B Section Successes: You distract the sentries and avoid the patrols through clever ruses, knowledge of their methods and an occasional minor miracle. You are only allowed N failures here before you are discovered
C Section Skills: Thievery, Arcana, Streetwise
C Section Successes: You bypass the traps, magical wards and natural hazards. If nobody makes a C section success a random character suffers an attack vs Reflex