Fight Club (1999) |
Many of you are doing your skill challenges wrong. Bad fun
wrong. This can be easily felt at the game table as a wooden, forced experience
during skill challenges. Internet trolls and the haters on forums love to bash
4E's skill challenge system because of this feeling of artificial construction
that so often rears its ugly head.
The subject of improving skill challenges has been gone over
extensively the last few years. There's a lot of great information and advice
out there, and that should certainly be taken in. The Trump/Fold mechanic of
Fourthcore (as shown in adventures S1: RotIL and C1: CotG) springs to mind as a
great addition to any skill challenge. This post, however, aims to change a
more fundamental aspect of how skill challenges should be presented and run at
the table.
Pitfalls
Here are some examples of common pitfalls that happen during
skill challenges which make my stomach turn:
1). A dungeoneer stretches believability with nonsense uses
of a skill and shoe-horns every skill check he makes in a skill challenge to
fit into the few skills he has with high modifiers. This happens repeatedly and
consistently, making for a predictable, and thus boring, chain of events at
every skill challenge. A common occurrence of this that I see is a
high-Dexterity character trying to justify an Acrobatics check for jumping,
when an Athletics check clearly makes more logical sense. This breaks my
immersion in the game, because the player is purely focused on number crunching.
This dungeoneer is ruining my medieval experience.
2). The companion to the example above, this time on the
Dungeon Master's side of the screen, is when the suggested skill checks of a
skill challenge are seen as a hard railroad. If the Acrobatics check above
makes sense in the narrative, I want it to happen no matter what the
adventure's author has in mind. Don't tell me what I can't do!
3). As the scenes winds on, a feeling of completeness and
closure comes upon the group, but the Dungeon Master (adhering to the stated
Complexity of the skill challenge) drags the scene out until he reaches the
precise number of successful skill checks. Or, similarly, keeps the scene going
despite completely devastating in-story results that logically should have ended
the scene in a "failure". In either case, the general idea of a Dungeon
Master not ended a skill challenge scene where deemed appropriate to the
narrative.
Don't tell him what he can't do. |
All of these examples of Skill Challenges Gone Wrong
shouldn't really be too surprising. Dungeons & Dragons is a very
math-oriented kind of game. Almost every aspect of the game requires simple
addition, and the number of elements to the associated functions gets very high
very fast. Think about your typical D&D combat, in any edition, and all the
accumulated small rules bits that get put into it. Roll initiative, that's one
bit. Add initiative modifier, that's a second bit. When you start breaking down
each of these pieces, these things that most veteran players know
instinctively, the mathematical complexity of the game is absolutely
astounding. And any math-heavy game like this is going to:
1). Attract players who tend to think that way, and
2). train players to think in the kind of methodical, rigid system that mathematics requires.
2). train players to think in the kind of methodical, rigid system that mathematics requires.
The common theme in the 3 problems I've outlined can be
traced to an over-reliance on mechanics and prescribed methods, and an
under-reliance on flexibility and using common sense.
What's the Source?
The source of this problem is the formatting of skill
challenges. The mechanics of a skill challenge can be described in the simplest
terms by Level and Complexity. Since the dawn of time (or at least spring
2008), Dungeon Masters have seen the same general format of skill challenge,
and these are the mechanical elements always listed first, indicating the
author's/designer's intent for the mechanics to be first and foremost.
What
should be intended and used as the concrete foundation of a scene instead turns
into a steel cage of entrapment and restraint. Already in a methodical mindset,
the Dungeon Master and dungeoneers go through each prescribed step of the skill
challenge and turn what should be a fun scene that has a lot of room for easy
injections of roleplaying into a dice rolling contest. Not only that, the dice
rolling contest gets another notch of tedium to it due to the math of the 4E
system favoring the dungeoneers so much (assuming they are forcing skill checks
to the skills of their choice).
What's the Solution?
Stop worrying about experience points and run your skill
challenges backwards.
The solution is to let the events surrounding a skill
challenge unfold organically. Make dice rolls as appropriate. Describe the
actions. Make sure everyone participates. Gauge what actions would even require
a skill check and assign them Easy, Moderate, or Hard difficulty classes on the
fly. Decide if a specific action or condition will grant a Trump or Fold
without any die rolling at all. And then, and here's the most important part of
this whole post:
Stop the skill challenge when it feels right.
Treat the listed
Complexity of a skill challenge as only a guideline, a hint from the author as
to approximately how long he feels the skill challenge should take. If your
group is cunning, they will succeed at the challenge faster. If they are more
direct in their thinking, your group may take longer (ie. more rolls) to finish
the challenge.
When you, as Dungeon Master and supreme arbiter of the
campaign, decide that the skill challenge, the scene, has reached a satisfying
conclusion; tally the number of successful skill checks involved to
backwards-engineer a Complexity level that reflects how much time the scene
actually took.
Failures
Forget the 3 strike rule.
Don't bother tracking failures. A mainstay of skill
challenge discussions has always been that a Defeat never stops the narrative,
and this is simply taking things one step further. Failures don't
"end" a skill challenge, they only add twists and unexpected
surprises to a skill challenge. Sometimes this forces the narrative to an
unfavorable result for the dungeoneers. Very often, that unfavorable condition
will then force another dungeoneer to go out of their skill-set comfort zone
and make an interesting and creative check with a sub-par skill to try and save
the situation. For example:
COCKY BARD: I go up to the guard and 'Diplomacy' him to let
us in. (rolls) Eat it, 35.
DUNGEON MASTER: The guard notices the pendant of evil
hanging about your neck, and takes no heed of your honeyed words. A scowl
crosses his face as he levels a sharp spear at you. (This is an example of a
Fold condition.)
DUMB BARBARIAN: Crap, I'm up, my character has terrible
social skills, and this guard is about to ruin our chances of getting into the
castle. I am now forced into making a skill check for which I have uncertain
odds! Logically, intimidation might make this situation even worse, so ...
(speaking in-character) "Thog come in peace. Thog come to castle to bury
evil gold away from bad wizard. Let Thog and friends in?"
The dungeoneer rolls a Bluff check with baited breath!
Depending on the outcome of that check, the party might make lie their way past
the gaurd, or maybe need to regroup and try to sneak over the castle walls or
discover a secret underground passagein, or perhaps use a ritual to giev them a
way in. If they get frustrated enough, the dungeoneers can always fight their
way through. In any case, the story moves forward in a natural way, responding
to the dungeoneers actions and ending when they have reached their goal.
Complexity and Experience Points
When running skill challenges with this method, Complexity now only serves as a means to calculate experience points. In that respect, I have further backwards-engineered the game's math to make our lives even easier. Behold! After running a skill challenge with this method, simply sum the resultant successful skill checks and consult the chart below to determine experience points gained. The first 2 skill checks in a skill challenge in this method are not counted towards experience points awarded, just as two skill checks do not constitute a skill challenge.
Something that I do that I also suggest is to not bother splitting the experience between the actual number of dungeoneers. The difficulty of a skill challenge isn't significantly any higher or lower with more or fewer dungeoneers. Assume there are 5 dungeoneers in every party and distribute experience accordingly.
SIDE NOTE: Want to encourage more roleplaying and skill use and less combat? Change the 'carrot' incentive and award more experience points for skill challenges and quests. Double or even quintuple experience points awarded. The dungeoneers will begin to realize that the easiest way to victory is by avoiding combat. Going even further than that, I recommend not even counting experience at all. The dungeoneers gain a level when they complete a Major Quest. As the saying goes; less math, more wrath.
Conclusion
This isn't rocket science. This isn't some major breakthrough in game design. It's common sense; something that all too often gets disregarded by far too many Dungeon Masters. I think a lot of 4E naysayers would click their tongues and wag their fingers, appalled that this idea should even have to be explained. That’s the thing they don’t realize, though. There are new players to this game, and they don’t have the same experiences the grognards do. What’s old hat to some is the new cool to others. Don’t hate.
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