Showing posts with label Skill Challenges. Show all posts
Showing posts with label Skill Challenges. Show all posts

Tuesday, March 22, 2011

DnD: A New Approach to 4e Skill Challenges

I've read a lot of posts and tweets about making Combat more efficient in 4e; often frustrated that I didn't really have any good ideas or suggestions to offer. So I began to look at another oft-discussed aspect of the game: Skill Challenges and how to make them easier to manage for DM’s and provide a more organic, in-character experience for players.  

I am very interested in any and all feedback from DM’s and players concerning this approach.
Handling a Skill Challenge
A Skill Challenge is a discreet event that occurs within a role-playing session. They have a beginning, operate across a series of turns until a predefined end-state has been reached; at which point the consequences of the players’ performance is determined. I propose that this structure exists primarily for the benefit of the DM; helping them stay focused and organized as they direct the game.

But what about the players? Frankly, I feel that announcing the start of a structured experience - such as a Skill Challenge or Combat Encounter - takes the players out of the game. Handled carelessly, it is tantamount to saying “Okay, we’re going to stop role-playing now and start rolling dice.” Not only does that interrupt the narrative flow of the game, but I think it tends to put players in a meta-mentality and hurts spontaneous in-character role playing that might have otherwise occurred. (Feel free to disagree with me in the comments)

Consequently, I would not recommend announcing when you begin a Skill Challenge. Simply let the party know that there is a goal or objective that needs to be achieved, and that they will be using their skills to do so. If there is someway to impart this information to the PC’s through an NPC or environmental clue, so much the better.

In the same way, DM's shouldn't feel obligated to divulge every reward or penalty earned in the challenge. Obviously results that have an immediate impact on what's happening need to be conveyed to the group, but imagine your PC's surprise when an unexpected ally pops up in a dire situation due to their success in a Skill Challenge a while back - or their dismay when attempts to rally support in a village fall on deaf ears due to their inept handling of a negotiation in another region. Regardless of how a DM chooses to implement this, it needs to plausible.
Complexity
Complexity equals the number of rounds participants have to complete a Skill Challenge. Example: A Skill Challenge of Complexity 3 lasts 3 rounds; each player will make 3 skill checks. Likewise, if any opposing NPC’s or monsters are working against the PC’s in the challenge, they will also get 3 checks each to negate a PC’s individual success.

Complexity should be in direct proportion to the amount of effort or the number of smaller tasks the PC’s would ordinarily have to put forth in order to accomplish their goal. Note that Complexity is NOT the same thing as Difficulty - which is how hard a task is to complete. A Skill Challenge can be simple and hard, or complex-yet-easy to accomplish.

Skills

DM’s decide ahead of time which skills will be Primary Skills. The players WILL NOT know which skills are Primary, nor will they be given any pre-written examples of how to use a skill. Instead, a PC may use any skill she wishes. Primary skills will, naturally, be the most effective; Secondary skills are slightly less effective and take a -1 to their final score; Other skills are a bit of a gamble, but still have a chance to succeed - especially if the player using them offers a particularly clever description of what they are doing; in which case, no penalty should be subtracted.

Primary SkillsNo penalty
Secondary Skills (optional)-1
All other skills-2

You may still wish to implement skills that auto-fail during a Challenge (which almost always seems to be Intimidate). I would recommend against letting players know how the scores are adjusted, but it is ultimately up to the DM.
DC’s (Difficulty)
How hard is it to accomplish some (or all) part(s) of a Skill Challenge?

Each skill listed as Primary or Secondary needs a DC assigned to it; the level of DC’s selected in a Skill Challenge remains the same. See pgs. 158-9 and 126 in the Essential Rules Compendium for details.

All other skills should default to a level-appropriate Medium DC, unless use of a particular skill is especially risky, in which case it should be Hard.
Accumulating Successes
There are two types of success : individual and group. Individual success occurs when a PC meets or beats a given DC in a round. Group success occurs when the majority of a party succeeds in a given round. If there are an even number of PC’s in a party, DM’s should decide ahead of time if an even split will result in a success (nice DM’s) or failure (mean DM’s). Regardless of the choice, STICK WITH IT - at the very least for the duration of the Skill Challenge; ideally for the entire campaign.
Success or Failure of the Challenge
The number of group successes needed is always two less than the Complexity, making things easy to remember. I would not recommend Skill Challenges of very high Complexities; instead, consider where it might make sense to increase DC’s.

ComplexityGroup successes neededComplexityGroup successes needed
3197
42108
53......
64nn-2
75
86

Complexity 1 challenges are essentially a single Group Skill Check and thus, not included. A DM could run a Complexity 2 skill challenge, requiring one success - that might be easier to conceptualize as a Group Check with a ‘do over.’
Consequences: Success and Failure
There are four possible outcomes to every Skill Challenge:

1) Perfect: Target # of successes are accumulated with NO failures - The best possible outcome, this should be reward over and above the basic storyline goal of the Skill Challenge - perhaps with a boon or additional advantage to what the PC’s would normal get for accomplishing a Skill Challenge. DM’s may want to leave the Perfect finish off of Challenges of Complexity 1 or 2, since they are so easy to obtain.

2) Normal Success:  Target # of successes before failure - The PC’s did what they needed to do and the story may progress as they hoped it would. If any additional rewards are given, they should be to a lesser degree than they would get for a Perfect finish.

3) Normal Failure: Failing to accumulate target # of success before failing - The PC’s failed to do what needed to be done. The story continues, but now they are at a noticeable disadvantage. Additional penalties may be awarded, but - as with Normal Success - should be to a lesser extent than those awarded for a Critical Failure.

4) Critical Failure: NO successes accumulated before failing the Challenge - The PC’s blew it. Big time. Not only did they fail to accomplish their goal, but they  used up additional resources/goodwill in the process and took a blow to their reputation for it. The PC’s have additional negative results - such as damaged reputation with townsfolk, which causes prices to be higher when paying for goods and services - in addition to the now-altered story.

The consequences for failure should ALWAYS be considered when building a Skill Challenge and not put off until the moment the PC’s fail. The additional boons and penalties for particularly good or poor performance in a Skill Challenge can (and probably should) be generic and easily applicable to a variety of situations.

Example Skill Challenge

DM's Notes
Complexity: 4 (need 2 group successes)
Primary Skills (DC): Diplomacy (Med), Bluff (High), Insight (Med), Perception (Med)
Secondary Skills (DC): Arcana (High), History (Med), Streetwise (High)
* Intimidate will auto-fail
Goal: Keep the infected people on the wagon from entering the city

DM: An outbreak causing people to turn into zombies has begun to ravage the countryside. You three (PC's) must try and convince the guard at the gate to raise the draw bridge before a wagon full of plague-infected farmers crosses into the city. One of the city residents - a relative of the people on the wagon - refuses to believe that they are infected and is arguing to let them in; he will make an opposing check against one of you at the end of each round. The guard will listen for 4 rounds before making up his mind. So, PC-1, you start and we'll go around the table.

Round 1

PC-1: Guardsman! You've got to close that gate - many innocent lives will be put at risk if you let that wagon cross without verifying if those people are infected or not. I rolled a 12, add 5 to diplomacy; 17.

DM: (makes a check mark on a sheet of paper for the success) Surprised, the guard looks at the wagon. 'Really? Infected?' he asks, looking concerned.

PC-2: I climb the wall, granting me a better view of the wagon. It definitely looks like the people are unwell. I got a 16 on Athletics.

DM: (-2 since Athletics wasn't a listed skill, it’s a failure; makes an 'x' on beside the check mark) The guard looks at you skeptically.

PC-3: Sir, you must know that this same incident occurred five years ago in the kingdom to the north. If only they'd taken the extra precaution of stopping the wagon and checking the people, a village could've been saved. History check of 19!

DM: (-1 for a Secondary skill, but it still passes; DM puts a second check mark down) The guard seems to nod his head thoughfully. At this point, the man speaks up angrily.

Man (DM): Those people are loyal subjects of the crown and have every right to enter this city!' (10 for Diplomacy fails the check).

DM: You can tell the guard doesn't appreciate the man's tone. 'I need something else to go on before I can close the gate,'he turns back to the party. (2 successes is enough to win the round - 1 group success so far)

Round 2

PC-1: I can tell you're unsure, maybe even a little nervous about closing the city in the middle of the day - but this is the right thing to do! A ... 12 on Insight?

DM: (No penalty, but 12 is too low; so an 'x' is marked below the first three marks) The guard seems to have taken your words the wrong way. 'Nervous?' he asks, somewhat crossly.

PC-2: Look pal, we're trying to save this city! If you won't raise the bridge willingly, we'll make you! Sweet! Natual 20 for Intimidation!

DM: (A second 'x' mark, as Intimidate auto-fails) The guard takes a step back, but refuses to throw the lever, instead putting a hand on the hilt of his sword. 'Are you threatening me?'

PC-3: Sir, please, I am sensitive to magic and I tell you that the people headed towards this city have been infected by a dark spell! 24 for Arcana after bonuses!

DM: (Takes off -1, but it still passes; check mark) The guard takes in your attire and magical acourtrements and seems swayed.

Man (DM): Oh please! These people are outsiders to our city! Who knows what ulterior motives they have in shutting our kinsmen out like common highwaymen? (DM decides that Streetwise bets fits and rolls 19; a success - which negates PC-3's success; the PC's have been shut out this round)

DM: The guard considers the man's words and turns a cold eye on your party. 'I've nearly made up my mind,' he says, 'you've one last chance to convince me, else I let those people in and report you lot as troublemakers to the city watch.' (The group now has 1 success and 1 failure)

Round 3

PC-1: The wagon is close now - you can see how pale and sickly the people on it are! They do not look well! Perception of 22 after modifiers.

DM: (starts a third row of marks with a check)

PC-2: Have you not seen the fliers around town about the illness that has befallen the countryside? Citizens are being warned to stay in the city; this is common knowledge! Got a 19 for Bluff.

DM: (another check mark) The guard looks around the street. It does seem like an unusually small number of people have passed through the city's gates today.

PC-3: Look! In the sky! Those are vultures circling - they can smell the stink of illness and decay emanating from the wagon. You do not want that in the city. I rolled a 20 on Nature.

DM: (a third check mark) The guard looks to the birds, then to the wagon, then back to the birds. He seems to be considering your words.

Man (DM): Oh come on! Birds!? You're seriously going to consider raising a drawbridge because of a couple birds? I just came here from Gustav's stall in the market; he's not heard anything 'bout no 'dark magic' or 'infections' - and GUstav knows everything that happens around here! (natural 20 on Streewise nets the NPC a victory over one of the PC's individual successes; however, two other individual successes win the round for the PC's)

DM: The guard nods in agreement. 'You're right, I haven't heard anything about it. But,' he starts winching up the draw bridge, 'better safe than sorry! We'll check them out. If they're clean, they come in; if not, they can stay outside.' (There is no need for the fourth round as two group successes net a Normal Success for the party) The people on the wagon are checked and found to be in the process of turning into zombies! The mayor is grateful and asks if the PC's will help direct the city defenses should a horde of undead assault the city (which, of course, they will)

Follow-up:
When a large force of zombies assaults the town later that night, the PC's don't have to worry about a sudden zombie outbreak in the town; had they failed they would have been attacked from both sides.

So, there it is! I'd love to hear about any experiences in trying this approach - good or bad. 

Monday, September 14, 2009

DnD: Editable Skill Challenge Tracker

The Skill Challenge Tracker is now available as an editable pdf! Same look and printability as in the previous post.

Skill_Challenge_Tracker.pdf (1.20 MB, Mediafire)

As always, feedback and constructive criticism are welcome - enjoy!

Tuesday, September 8, 2009

DnD: Revised Skill Challenge Tracker - Print Version

After getting some excellent feedback via both Twitter and ENWorld.org, here is the revised Skill Challenge Tracker:


It is now a full 8.5" x 11" and more printer friendly (less areas of solid black). Additionally, there is now a place to visually keep track of successes and failures as well as extra room for notes, etc.

Assuming I don't receive any further groundbreaking feedback, I will begin converting this into a pdf with editable fields. I hope to have this completed by the end of the week, but no promises.

Enjoy!

Wednesday, September 2, 2009

DnD: Skill Challenge Tracker - Sneak Peak

I need feedback!
This is a picture of the Skill Challenge Tracker (originally referred to as a 'template,' but I think 'tracker' is more accurate in this instance) to which I'm preparing to add editable fields - much the same as the Editable Monster Card Template. In fact, it will have the same size (4"x6") and printability as the Monster Card Template

I need to know from DM's what works, what doesn't, what needs added, what needs dropped, and what needs more explanation (assuming it will fit).

Based on a suggestion from IllusiveDreams (Twitter), here is what the Tracker might look like in use (based on the Negotiation skill challenge in the DMG):
Complexity and DC will be dropdowns; Pri(mary), Sec(ondary), Blk (Blocked), and Auto-Fail will be checkboxes; the remaining fields will be text boxes.

Friday, August 21, 2009

DnD: Perilous Procession - Collected Links

Here are the links to each of the Perilous Procession articles, for your convenience:
  1. Earn Your Keep
  2. Safe Navigation
  3. Uncover the Thief
  4. Negotiate with Bandits
  5. Gain Entrance
I'm considering designing some Combat Encounters (maps and all) that could result from failed Skill Challenges - if there is any interest in that sort of thing.

Monday, August 17, 2009

DnD: Perilous Procession #5 - Gain Entrance

Wow, here we are at the end of my very first set of skill challenges! For some reason, I thought I had six challenges for this, but it turns out there were only five. So, presented here for your enjoyment, the final chapter of the Perilous Procession:

#5 - Gain Entrance

The PC's have decided to use the caravan as a means of gaining entrance to a fortified city or town they might otherwise not have access to (as opposed to trying to force their way in or sneaking in by some other route). However, the guards have been warned to be on the lookout for a group of adventurers trying to sneak past them and are wary of anyone trying to gain access to the city.

Encounter Level
PC Level + 2

Complexity
2 (6 successes before 3 failures)

Primary Skills
  • Bluff (Hard DC)
    Do you want to be the one to go before the city council and explain that their harvest festival was ruined because you didn't like the way a couple of farmers were dressed?
    • After first failure, subsequent uses of this skill auto-fail for that PC, -2 for other PCs to use

  • Diplomacy (Easy DC)
    In a perfect world we would all be walking around with three forms of official documentation. I'm willing to bet that you yourself have less than that on your person. What I do have is a desire to see your fair city, boost the local economy and carry abroad tales of an enjoyable visit.

  • Insight (Moderate DC)
    I can tell you really don't enjoy wasting your day standing around out here. How 'bout we buy you a drink when your shift is over?

  • Intimidation (Hard DC)
    I suggest you let us through. Our oxen have been known to get spooked by unwarranted searches and I'd hate for you to get trampled.
    • After first failure, subsequent uses of this skill auto-fail for that PC, -2 for other PCs to use

  • Streetwise (Moderate DC)
    Look, Devlan, is it? I happen to know that you're tight with a close acquaintance of mine. A certain merchant of hard-to-procure items and experiences? Ask him, he'll vouch for me. I might even convince him to give you a deal.

Success - the caravan is allowed inside the city walls
Failure - the caravan (along w/the PC's) is refused entrance, caravan annoyed with PC's
Critical Failure (less than 50% overall success before failure) - the ruse is discovered and the PC's are attacked/captured

Tuesday, July 28, 2009

DnD: Perilous Procession #4 - Negotiate with Bandits

#4 - Negotiating with Bandits
Rounding a bend on a narrow stretch of road, the caravan finds the path ahead blocked. Figures leap from hiding and surround the caravan, weapons drawn and ready. A figure, clearly the leader, demands a steep fee for their safe passage - will it be paid in goods, money . . . or blood?

Encounter Level
PC Level + 2

Complexity
2 (6 successes before 3 failures)

Primary Skills

  • Bluff (Moderate DC)
    Not very smart, robbing a caravan full of assassins and mercenaries. The guild will be most displeased to learn of this, and most interested and protecting its reputation.
    • After first failure, subsequent uses of this skill auto-fail for that PC, -2 for other PCs to use

  • Diplomacy (Hard DC)
    There is no need for this, friend. If you need some help or support, I'm sure we can find a way to help you.
    • -2 if Bluff or Intimidation have failed

  • Insight (Hard DC)
    These guys are scared. They may hide it in their hoods and masks, but the eyes never lie.

  • Intimidation (Moderate DC)
    We've been looking for some action to break up the monotony of the road. Let's hope you and your flunkies give us some sport before we split your skulls.
    • After first failure, subsequent uses of this skill auto-fail for that PC, -2 for other PCs to use)

  • Perception (Moderate DC)
    I see that you carry travel gear to rob us as well your weapons. Are you on the run? Perhaps your pursuers are close at hand?

  • Streetwise (Moderate DC)
    This here caravan belongs to the guy who runs all the operations 'round here - someone I'm on good terms with. Are you looking to start a turf war?
    • +2 in urban setting, -2 in rural setting
Brilliant Success (no failures before 6 successes) - The bandits back down and leave the caravan in peace (Prices lower by 10%, +2 Diplomacy and Bluff checks vs. caravan)

Success
- The bandits agree to let the caravan pass for 10% (rounding up) of the total amount of money the PC's carry

Failure
- Immediate combat encounter (PC level +1), risk injury to caravan

Critical Failure (PC's initiate combat OR no successes before 3 failures)
- Immediate combat encounter (PC level +1), risk injury to caravan; caravan is highly annoyed w/PC's (Prices increase by 10%, -2 Diplomacy and Bluff checks vs. caravan)

Notes: Critical Failure increases chance of facing Earn Your Keep by 10%, 30% if an NPC is injured and 50% if someone in the caravan is killed - Prices for goods and services provided by the caravan will increase by the same amount. Stack a -2 penalty to Diplomacy and Bluffing for each injured NPC and an additional -2 for each NPC death on the initial penalty for a Critical Failure.

Thursday, July 16, 2009

DnD: Perilous Procession #3 - Uncover the Thief

#3 - Discover the Thief
The PC's find that they are not the first and only group the caravan leader has taken on, several other groups and individuals are traveling with them - and not all of them can be trusted. Complaints of theft have been on the rise, money and personal items have gone missing. Despite his best efforts, the caravan leader has been unable to determine who the thief is. Perhaps this most recent group of outsiders has some ability to ferret out the thief? Hopefully they can put a stop to it before some of their fancy equipment turns up missing as well. The PC's must be careful, however, as a poorly handled investigation will not only tip of the thief, but annoy everyone else as well.

Encounter Level
PC Level + 2

Complexity
2 (6 successes before 3 failures)

Primary Skills

  • Bluff (Moderate DC)
    Look, you can deny it all you want, but someone witnessed you sneaking around the antiquity dealer's money chest.
    • After first failure vs. an NPC, subsequent uses of this skill auto-fail for the PC who used it vs. that NPC, -2 for other PCs to use vs. that NPC)

  • Intimidation (Moderate DC)
    (cracking knuckles) Let's just skip the questions and get straight to beating the truth out of him.
    • After first failure with vs. an NPC, subsequent uses of this skill auto-fail for the PC who used it vs. that NPC, -2 for other PCs to use vs. that NPC)

  • Insight (Hard DC)
    You seem to be awfully nervous. Are these questions making you uncomfortable?

  • Perception (Moderate DC)
    Someone left a distinctive set of footprints by that wagon last night. Would you care to explain why you made them?

  • Religion (Moderate DC)
    The gods are always watching. You may be able to fool us, but you will never be able to fool them
    • Maximum one success per NPC; +1 if the PC using this skill has a divine class
Success - thief is caught, the caravan is extremely grateful (Prices lower by 10%, +2 Diplomacy and Bluff checks vs. caravan)

Failure - cannot determine the thief's identity; the group has up to [1d10 + Level] gold stolen, caravan is annoyed w/PC's (Prices increase by 5%, -1 Diplomacy and Bluff checks vs. caravan)

Critical Failure (less than 3 successes before 3 failures) - an innocent person is wrongly accused; the group has [1d10 + Level] gold AND 1 magic item stolen, caravan is highly annoyed w/PC's (Prices increase by 10%, -2 Diplomacy and Bluff checks vs. caravan)

Note: If failed (not critically), this skill check may be repeated during the course of a trip - I recommend no more than once per day/extended rest. Each failure increases chance of facing Earn Your Keep by 10%.

Friday, July 10, 2009

DnD: Perilous Procession #2 - Safe Navigation

Perilous Procession #2 - Safe Navigation
Being world-wise travelers and explorers extraordinaire, the PC's have been approached by the caravan leader who asks for some assistance. Having but a general understanding of the destination and route and they route by which they hope to arrive, he asks the group of adventurers if they might be of assistance.

Encounter Level
PC Level

Complexity
1 (6 successes before 3 failures)

Primary Skills
  • History (Hard DC)
    I seem to remember reading about this destination. It was named for the river that had its source in the mountains just to the north of the city.

  • Religion (Hard DC)
    This the way by which [religious figure] made his/her famous pilgrimage.
    • Maximum once success per challenge; Once per caravan trip at DM's discretion

  • Nature (Moderate DC, rural setting only)
    This stream eventually meets the river we seek. We'll follow it to the river, then follow the river to its source and that should take us there.
    • Easy DC if PC making the check is from this area

  • Perception (Moderate DC)
    Look at your shadow. North is over that way.
    • Hard DC if PC making the check is outside his or her home plane/dimension/reality

  • Streetwise (Moderate DC, urban setting only)
    The docks are on the southern side of the city. We can follow the smell, but we'd be better off going around the warehouse district - there are some inhospitable groups of people roaming that area.
    • Easy DC if PC making the check is from this city
Results

Success
- the caravan avoids any random combat encounters that day, reputation may increase among the caravan (Prices lower by 5%, +1 Diplomacy and Bluff checks)

Failure
- caravan is lost, healing surge is used up; +10% chance of combat encounter (PC level-2), caravan annoyed w/PC's (Prices increase by 5%, -1 Diplomacy and Bluff checks)

Critical Failure (no successes before 3 failures)
- Immediate combat encounter (PC level-1), risk being kicked off the caravan (Prices double, -2 penalty to Diplomacy and Bluff checks)

Notes: This skill challenge may be repeated during the course of a single trip. I suggest limiting use of this challenge to no more than once per day/extended rest.

Wednesday, July 8, 2009

DnD: Perilous Procession #1 - Earn Your Keep

This marks the start of a collection of skill challenges that take place on a caravan, traveling from one destination to another. This first challenge, Earn Your Keep, I had originally intended to post later in the series, but I decided that since failure in one or more of the other skill challenges might result in this challenge being presented, it should be presented first.

I will say that my inspiration for doing this comes from Gamefiend of At-Will and Skillforge fame. I make no claims of being a Skill Challenge Expert/Adept/Sage/Guru/Whathaveyou myself. Any constructive feedback is welcome (especially concerning DC's) .

So, without further ado . . .

Perilous Procession #1 - Earn Your Keep


The PC's have not endeared themselves to the caravan leader or the people under his authority. Perhaps they've lead the caravan astray, disrupted their schedule, possibly even endangered lives - whatever the reason, their continued presence has now been called into serious consideration. The group must now make a convincing case for themselves to the caravan leader for staying on or be left behind.

Encounter Level
PC Level + 1

Complexity
2 (6 successes before 3 failures)

Primary Skills
  • Diplomacy (Moderate DC)
    Obviously we have overstepped our bounds. Perhaps we could renegotiate our services or participation in this endeavor to a position that is more agreeable to you?

  • Religion (Easy DC)
    I can see you are a follower of [deity] - don't the tenets of your faith include charity and forgiveness?
    • May only be used once

  • Insight (Moderate DC)
    It's obvious you don't like us, and you have every right to feel that way. But surely there is some way we might improve your opinion of us?

  • Perception (Moderate DC)
    If we leave you will be short-handed, at the very least you could use a few extra hands and sturdy backs. We can do that at the very least.

  • Intimidate (Automatic Failure)
    You do this and you'll regret it!
    • -2 to all subsequent checks, unlocks Critical Failure option

  • Bluff (Hard DC)
    I heard there were wondering bands of Orcs in this region. You'll need every sword you can get to pass through safely!
    • After first failure, subsequent uses of this skill auto-fail for that PC, -2 for other PCs to use; unlocks Critical Failure option
Results
  • Success - The caravan is willing to keep you on

  • Failure - The PC's are kicked off the caravan

  • Critical Failure (3 failures before 3 successes; only if Bluff and/or Intimidate are used) - The caravan becomes hostile towards the PC's