- Rigid, with strict rules and poor adaptability, in case the players do something off the rails;
- Linear, with skill check successes leading to a single result, leaving no room for player improvisation or alternate resolutions; and
- Monolithic, with very few alternative ways to use it (the way it looks is everyone makes checks in turn, you keep score, and then it succeeds or fails).
The skill challenge level, skill DCs for that level, and successes/failures mechanic are designed keep the system balanced within fairly tight bounds, and let the GM worry about the roleplay, not the math. I remember running 3.5 and wondering where to set skill DCs so that there was still tension, but not so high as to prevent most of the party from participating. Since at level 14, Diplomacy scores ranged from -1 to +29, this was often impossible. Say what you will about treadmills, the exploding variance we had in the skill points system of 3.5 and have in PF is worse.
The sad truth is, the skill challenge system could have been demonstrated with a game-play example, but they didn't include one. Here's one for all the GMs out there wondering how to make the 4e Skill Challenge system work smoothly...
A 4e Skill Challenge Play Example
The Cast of Characters…
·
Alfred, and his character Alphrydd, elf ranger
·
Barry, and his character Bear, goliath warden
·
Charlotte, and her character Cara, human warlord
·
Denise and her character Dogfinger, halfling thief
·
Erica and her character Erebus, human wizard
·
Francis, the GM
The Scenario…
The heroes are rushing down the road, trying to catch an
assassin who just killed the Baron of Radua.
The assassin has taken the South Road, making for a fairly lawless area
near the ruins of Verdidum, a city that was razed to ash and rubble in the war
against the invading Empire of Jaskar a generation ago. The empire of Jaskar was repelled, and
eventually retreated back over the sea, but now suffering refugees and hungry bandits
fill the area around Verdidum. The
heroes are pressing hard day in and day out, not sleeping but a few hours when
they’re ready to drop. Suddenly, they’re
ambushed by bandits…
The Setup…
The setup tells the players what their characters see, what
the challenge is, and what the objective of the challenge is.
Francis: You come
across a fallen tree blocking the road.
Alphrydd, with his keen eyes, spots two humans to his right, trying to
remain hidden in the brush, and peering deeper, sees three elves hiding up in
the trees above.
Alfred: I look left.
Francis: You see two
humans to your left as well, and three more elves. The two humans step out of the brush, and you
hear the other two stepping out. They
all carry large axes, and it becomes clear how this tree came down. Since she’s trained in Streetwise, Dogfinger
knows that bandits used to attacking mounted foes usually carry axes or heavy
blades to hack at horses’ legs.
Denise: I dismount,
and signal to the rest group to get off their horses, too.
[The party dismounts.
The GM produces a battlemap and draws out the scene, placing the four
human bandits and six elf archers on it, then places the five poker chips
representing the horses on it. The
players place their miniatures next to the horses.]
Francis: As you
dismount, one human takes charge, signaling the other three to surround
you. One moves next to Erebus, one moves
next to Dogfinger, one moves next to Cara, and one moves next to Bear. Though he looks a little nervous about Bear.
Francis: The one that
took charge then says “My lords and ladies, I apologize for this, but since the
King failed to protect Verdidum, our families have suffered from Jaskari
brutalities and the loss of our home.
Food and funds are scarce, so my elven allies and I must ask you to continue on foot,
without your purses or weapons. If you
wish recompense, ask your King to repay your losses. He owes us, and you are the unfortunate
deliverymen.” The elves draw their bows
and the four bandits heft their axes, knowing this is where things will either
go their way… or not.
Player Agency...
At this point, the players can decide whether they wish to
have a combat encounter or not. And if
not, they must decide quickly how they will handle the scene. The players are used to roleplay, and they
sense that because of the tense moment, table talk should be kept to a minimum.
Barry: Bear looks down
at Dogfinger, taking his cues from the savvy thief. He’s sure Dogfinger must have been in this
situation before, from one side or the other.
Charlotte: Cara
nudges Dogfinger, whispering, “Bandits deserve death, but this area was
forsaken by King Pasquale They’re just
doing what they have to.”
Erica: I try to edge
away from the bandit next to me.
Francis: Away from
your horse?
Erica: I suppose that
would be smart, since that’s what he wants.
Francis: The bandit
lets you get inside the circle of the other PCs, then he takes your horse’s reins.
Denise: OK, Francis. I’m going to try to bluff them. First, what do I know about these particular bandits?
Francis: Hold on…
A Quick Conversion…
Francis is ready with my quick conversion formula.
He has designed a level 6 encounter for his
level 4 PCs (1350xp in this case – 100 above the budget for 6, but 150 below
the budget for 7). For reference, it
uses six L2 Artillery Elf Archers and four L3 Soldier Human Town Guards as the
bandits. The elves are in trees, which
would make the encounter hard, except that the party has a bow ranger and a
wizard, so it’s no real problem for them.
Francis quickly uses the formula:
One Combat of Level L for C
Characters = Skill Challenge of L+2 requiring 2*C successes before 3 failures
Level L is 6 (the level of the encounter), C is 5 PCs. So it becomes a level 8 skill challenge
requiring 10 successes before 3 failures.
The level 8 DCs are 12 (Easy), 16 (Moderate) and 24 (Hard). Francis’ level 4 PCs have good trained skills
around +12, decent trained skills around +9, decent untrained skills around +6,
and bad untrained skills around +2.
Given the plan the players seem to have come up with, Francis sets the Easy (12) skills as Bluff,
Insight, and History.
He sets the Moderate (16) DCs as Diplomacy, Streetwise, Stealth
(in case they want to conceal their riches), and Intimidate.
Anything else he deems inappropriate, and therefore won’t
work, or would be Hard if the player comes up with a creative way to adapt it.
Skill challenges 4 levels over the party's level are hard because the Moderate DCs aren't reliable, so they require some luck, and the players need to stick to the plan, so that they're typically hitting the Easy and Moderate DCs with their best skills. Francis decides that the situation is one where some characters can be more active than others, since the bandits' attention will focus on one or two at a time anyway. Plus, forcing them to go in turns could make it harder, and it's already going to be hard. (Keep in mind that the consequence is "not getting to skip the combat" -- so failure is still interesting.)
The success condition is clearly as Denise described it: She will bluff them into leaving the party alone. The failure condition is that the combat begins, with a surprise round for the bandits and archers because the PCs would still be focused on trying to talk things out when the arrows started to fly.
The Skill Challenge Begins…
Francis: OK,
sorry. I had to write something down. Make a History or Streetwise check.
Denise: Streetwise,
definitely. [Dogfinger has Streetwise
trained, and has Charisma 14] I got a
19.
Francis subtly makes a check mark on his crib sheet for the first success.
Francis: These are The Winston Gang. King Pasqule’s Seneschal has put a 50gp
bounty on each of their heads. The elves
aren’t part of the gang, though. There’s
an elf settlement near Verdidum that has suffered since the razing of the city,
so it could be that they’ve made an alliance.
Denise: I can work
with that. “Mister Winston, I
presume? We’re from Radua. The only man keeping that pretender Pasquale’s
corruption out of our land was just murdered, and we’ve given up. We’ve come down here to join the
rebellion. We’re going to need our
horses and weapons.” Bluff… oh crap, I
rolled a 4… That’s 13?
Francis makes another check mark, the second. He does this behind the screen, and doesn't make a big deal of it. The players may not even notice a skill challenge is happening.
Francis: That’s good enough, actually. He’s a bandit, not a magistrate. He believes you, but he’s not persuaded to
let you go. “Welcome to Greater Verdidum,
then. History lesson, kid: Everybody who was born here was born without a
copper to his name. What makes you think
you can come in here with fancy clothes, fine horses, and fine weapons when
every other new recruit started off with a tattered shift and a cudgel he made
himself?”
Barry: “You’re not
being too polite to sympathizers, Winston.
You want to get off on the wrong foot and piss off an armed band who’d
make far better allies than… enemies?”
Intimidate. Rolled a 15, so that’s
a 20.
Francis marks a third check. He decides to adjust the enemy positions as a result of the PCs' success, to give the PCs a little advantage if the fight does break out.
Francis: The thug next to Bear backs up a little. The one doing all the talking looks a little nervous. “We’re not your enemies, big guy. We just want to spread the resources out.”
Francis: The thug next to Bear backs up a little. The one doing all the talking looks a little nervous. “We’re not your enemies, big guy. We just want to spread the resources out.”
Charlotte: He’s not
going to spread the resources out. I’m
giving him a dubious, judgy look. [Glaring]
Judgy! Judgy!
Francis: Give me an
Insight or Intimidate check.
Charlotte: I suck at both, but I'm not as terrible at Insight. Aww... Rolled a 6. That’s a 9.
Screw you, purple die.
Francis marks an X for the first failure.
Francis: He looks pained at her silent accusation. Cara doubts her harsh judgment for a moment,
and she shows it. He's gained some moral advantage and clearly feels more in control of the situation now.
Erica: Erebus is also
making a judgmental glare, with all the implied hidden wisdom of a wizard. 15, so that’s 22 Insight. Boom.
I glare lightning bolts at him.
Not literally… Yet.
Francis makes a fourth check mark.
Francis: Great! You've made up a little of the ground Cara lost. Give me an Intimidate for Erebus,
too.
Erica: Uh oh. I suck at…
Oh, 18! That’s a… 19!
Francis makes a fifth check mark. He wants to show that they've made a lot of progress.
Francis: The leader continues, “Well, perhaps your
weapons are better off in your hands, if you’ve come to join. Since they’re the most valuable things you
seem to own, you won’t mind leaving your cash and mounts. None of you looks like cavalry anyway, and
the rebellion is going to need horses for messengers and guerilla attacks.”
Denise: What rumors,
if anything, have I heard about this rebellion?
Streetwise, 19 total. The purple die is redeemed!
Francis makes a sixth check mark.
Francis: Not much. It’s a new
development. You’ve heard that the
bandits might all be working together, which sort of signals a rebellion, but
nobody’s actually saying the word “rebellion” in the city. They’ve said that Boss Tabitha is the bandit making
all the alliances. She’s the daughter of
the former watch commander of Verdidum, who was flayed publicly by the Jaskar
torturers. It’s said she has a Jaskari
arcane codex that was left behind, and her younger sister Daphne is studying
the Forbidden Arts to start a Shadow Coven in the ruins. It’s also said that Tabitha is a monster, has
two heads, etc. Basically anything to make her sound bad.
Denise: Good stuff… Hmm… “We’re
to meet Boss Tabitha in less than one week’s time. What would she say if we turned up penniless
and on foot, and explained that the Winston Gang robbed us on the road?” Bluff…
Natural 1. What is it with purple
dice? Give me that red one.
Francis marks a second X, and wants to show that the PCs are close to failure.
Francis: “Tabitha would laugh you out of the Shattered Temple, is what. You’re not worthy of an audience with her. Leave your cash and mounts and go home, halfling.” He laughs scornfully.
Barry: “You oughtn’t
be so eager to test our worth, little man.”
Intimidate. 21.
Francis makes a seventh check.
Francis: The bandit that’s been talking to Dogfinger
backs up five feet. The other two still
next to PCs do as well. The one who’s
been talking glares at you, “We have you surrounded, goliath, and you make an
big target for my elven friends. I
wouldn’t be so cocky.”
Barry: Bear cracks
his knuckles and pulls his horses reins to move him out of the way so he can
clearly see the talking one. Then he slowly
walks toward him, stopping just one square away.
Intimidate. 19.
Francis makes an eighth check. While he moves figures on the battle map, he takes time to think about his response. The PCs are still closer to defeat than victory. He wants to ratchet up the tension as the scene comes to a conclusion -- either the PCs strategy will work and they'll feel great snatching victory from the jaws of defeat, or it will not work, and he needs to build toward that now, too. He also wants to show Barry's action's effect, while giving someone else a chance to participate.
Francis: Winston flinches back five feet. Then an arrow shoots into the ground between you
and him: A clear message that while you’ve
made your point, any further aggression out of you will start a fight.
Alfred: Things are getting heated, and all the attention is on Dogfinger, Bear, and Winston. So I want to use
this as an opportunity to disappear into the underbrush. I think if they lose track of me, it will make
them feel like they’re losing control of the situation, instead of controlling
it with their threats.
Francis: That’s a
good point. So far they’ve been acting
to keep control. Make a Stealth check. But know that if they catch you, it might push them over the edge...
Alfred: That's OK. I rock at Stealth. But... I rolled a three.
Crap. Uh... That’s a 16?
Francis makes a ninth check. Full count! The next check will make or break the scene, so he wants to turn up the heat even more. Notice here that Alfred is a player who hasn't contributed much. If Alfred hadn't chipped in, Francis could have thrown in an unexpected opportunity or challenge to Alphrydd.
Francis: Wow. You on a bad day are better than those other elves at their best! While Bear is stalking up to Winston, you slip into the brush over here… and when Bear stops, after the arrow shot, the bandit who
was “covering” you and Erebus freaks out.
“Boss! The elf’s gone!” The leader shouts back, “You were supposed to
be watching the elf and the wizard!” “I had
my eyes on the Goliath.” “Moron. Find him!” Everybody seems to get tense, looking around, weapons at the ready...
Denise: Dogfinger takes advantage of their panic. “The elf? You thought we only had one? Hahahaha!” Bluff.
Bam! Go red die! Natural 20.
Take notes, purple. That’s a
twenty effing nine.
Francis, marking another check: ten
of ten. The PCs have won, so he concludes the scene. He moves figures off the map as he narrates...
Francis: The one near Erebus says, “Boss, I swear I have no clue
where any of the elves went. Hey, our
elves are standing down!” ... Winston shouts, “Gwyd! Get your men back in the trees!” ... But the elf named Gwydd shakes his head and makes
a hand signal for “fall back.” ... As the
four humans back off, it’s clear who was really in charge in that
encounter.
Charlotte: As they
back off, Cara points at the leader with her longsword. “One last thing, Winston. Tell the other ‘rebels’ not to mess with us. We’re in a hurry, and the next group we meet,
we won’t feel as much like talking to.”
Conclusion...
With that, the scene is over.Note the exposition that happened during the scene. If the PCs had decided to attack instead of talk, they still would get some exposition, assuming they captured at least one bandit to question him. The alliance between elves and humans would have cued them to ask about that. Even if they hadn't, the exposition is optional -- when they get to the ruins of Verdidum, they'll learn about Tabitha and the rebellion.
Notice that the PCs could have chosen other alternatives. They could have used stealth and athletics to run away, into the brush. They could have focused less on bluff and more in intimidate, or even been honest about chasing the assassin, using diplomacy primarily.
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