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Old 04-10-2009, 10:27 AM
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[necro] Anatomy of Failed Design: Skill Challenges

So as we know there are many different design goals you can have in making a rule or a subsystem. And as such it can be difficult to determine if a rule is functioning correctly. When a halfling slinger throws a rock at an ogre's head, is the rule functioning right when the ogre goes down or when the ogre stays up? That depends on what your goals are. And yet, we know that 4e Skill challenges are a failure. Not just subjectively, but objectively. How do we know that?

Well it goes back to design goals. And for that, we're going to take relentless Skill Challenge booster and designers Bill Slavicsek and Mike Mearls' actual word for it. see, skill challenges are something that really excite him, and considering how infectious that excitement is, it seems that his stated design goals probably have a fair amount of resonance.

Quote:
Originally Posted by Bill Slavicsek
From the first discussions about D&D 4th Edition, we knew that we wanted a mechanical subsystem as robust as combat that could handle the other things PCs do in an adventure—namely, social encounters and challenge encounters. We didn’t want a system that reduced all the intricacies of a situation to a single die roll; we also didn’t want a system that failed to add to the fun of an adventure. What we did want, for the situations that called for it, was a system full of tension, drama, and risk… the very essence of any D&D encounter.
Get everyone involved!
The first goal of the Skill Challenges is to keep people from feeling that their characters have nothing to contribute. That is, to get everyone trying to do something every round of the challenge rather than just sitting back and eating Doritos while the Diplomancer talks. Again.

A worthy goal. But wait a minute, Skill Challenges don't do that, do they? Indeed, since any failure on the team counts against the team's failure numbers, anyone who isn't the half elf diplomancer or bullysaurus who so much as opens their mouth during a social encounter to let words out instead of filling it with Doritos is actively hurting the team's chances. Each roll has a chance to add to the failure quote, so if you don't have the bet roll the entire team is better off with you not rolling at all. That's bad, but it's actually worse than that, because in addition to relegating the rest of the team to Doritos munching, they take longer to resolve than the old system. So not only has the core objective of pulling the excluded players into the game not been achieved, the excluded characters are actually excluded for longer in real time.

• What to do instead: One of the key components to getting people to try to contribute is to make their contributions be positive, or at least neutral. That means not using up party resources to act. The party could be limited by the number of total challenge rounds, or individual characters could be knocked out of the challenge after they individually rack up enough failures. Either way, a character who was ill suited for a challenge could still pull a success out of their rounds and the team would be richer for that assistance (however minor).

Be Dynamic!
The second goal of the skill challenge was to get people to throw around different techniques round after round. "Each skill check in a challenge should grant the players a tangible repercussion for the check's success or failure, one that influences their subsequent decisions." In short, people shouldn't just spam their best skill, they should be responding to the tests tactically, making different choices each round and over the course of the challenge the results of their actions should "Introduce a new option that the PCs can pursue, a path to success they didn't know existed."

Cool concept, right? Doing all kinds of different stuff on a round by round basis. Why doesn't it work out? Well, he reason that never happens is because the difference in a Bullysaurus' Intimidate bonus and his Heal check is generally more than +/-10. That means that even if next round you find out that another skill is two steps easier than your focus skill (and remember kids: there are only three difficulty steps), you're still better off just using your focus skill again. It's not even a question. If your focus skill could work at all, you just use it next round without fail.

• What to do instead: This is more complicated, because you could attack it from several directions. The first is the skill bonuses themselves. If you tightened up the bonuses a lot you could just tantalize people with a shot at an easier skill check and have them jump ship willingly to a secondary or tertiary skill. Or you could go after it on the resource management end. If individual skills couldn't be used every round, you would obviously end up using different skills now and again. If skills had some kind of skill fatigue where using the same skill over and over again was increasingly difficult you would eventually want to switch over to another technique voluntarily no matter how far apart your skill bonuses were.

End Binary!
The third goal is to keep things from being a boring and static binary choice of success or failure. No longer are things just a die roll to see whether you succeed or not, there's... stuff.

Another worthy goal. But um... it totally is binary. As things stand, it's even more binary than rolling a d20 because you can't do degrees of success. The challenge ends the moment you get sufficient successes, so there's really no possible way to get more than the minimum success. Really, for all the stuff where you go round by round and make all kinds of rolls, you still only get 2 end results: success or failure. And there is nothing in there to allow you to get a better success or a worse failure.

• What to do instead: There's no real excuse to have a dozen die rolls be incapable of generating more than 2 end results if that's your goal. Obvious methods include setting the task to a finite number of rounds and having a minimum number of successes to count as an overall success with additional successes raising the level of awesome - or having a terminating number of failures for each participant with characters allowed to just keep adding cherries on top until they are forced to stop. In either case you could cut it short when player were just trying to get across a chasm or something essentially binary while still allowing dice to keep getting rolled during a tense negotiation to see if you could get an extra plate of shrimp out of the deal.

Other Difficulties

The Difficulty level has been discussed Extensively. With charts. A key portion of any mechanic would be to make it so that the results weren't mathematically untenable.

It is highly problematic to call success on an individual die roll "success" while success on the overall challenge is also called "success." The fact that "failure" has the exact same confusing double meaning is equally bad. The part and the whole need to have distinct terminology so that we can talk about them. The individual die rolls could create "steps and setbacks" I don't even care. It just has to have a different name from the result that comes from tallying all the rolls together.

And finally, for goodness sake, whatever your system is, actually use it. When Mike Mearls describes using skill challenges, he says stuff like this:
Quote:
Originally Posted by Mearls
As the characters travel through town, it is important that they all make an effort to keep a low profile. When the PCs take one of the actions above, each PC in the group must make a separate skill check. The group, as a whole, must have more successes than failures in order to succeed overall. Otherwise, the group fails (including on a tie).

The PCs can each use a different skill, provided each skill is allowable for that action. Each PC can also aid one other PC. One PC can receive aid from more than one ally.
I man seriously, what the heck is that? It's not recognizable as a skill challenge out of the book. Which basically tells us what we've always known: that the designers just did random stuff and never even paid lip service to the skill challenge rules they were actually writing down. Don't do that. If you come up with something that seems to work better than the original methods, you should write that one down. You should not publish something that has little or no relation to the rules you actually use in your game that seem to be working.
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Old 04-10-2009, 11:22 AM
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Re: Anatomy of Failed Design: Skill Challenges

The impression I got from some comments by the design staff (Mearls in particular) is that the system used to work one way and was altered at some point (into something more concrete than it originally was) but never really got assessed properly after the redesign.
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Old 04-10-2009, 11:35 AM
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Re: Anatomy of Failed Design: Skill Challenges

Perhaps if you gave a +2 difficulty to subsequent uses of the same skill, cumulative, or just do something like "The demeanor of the other party seems to indicate to you that this line of questioning/interaction has reached the end of its rope. Perhaps another tactic?"

Also, perhaps if someone gets a certain success on one skill, the information leads to bonuses for other skills, to help encourage use of non-optimally ranked skills? And highlight their option within the text.

I don't know.
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Old 04-10-2009, 11:46 AM
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Re: Anatomy of Failed Design: Skill Challenges

One thing I'm running into is that the fighter's only real option in social skill challenges I present is to Jack Bauer people, which only gets you so far and in certain situations.
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Old 04-10-2009, 11:50 AM
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Re: Anatomy of Failed Design: Skill Challenges

The skill challenges I've done I've offered small XP bonuses for those who use multiple skills in a challenge. But, then I don;t usually script specific skills for use in a challenge because I indulge my hippie-narrativist side this way while running D&D.

Of course, I also tend to design challenges that aren't "Hard = 2 successes" because that's boring. I want players to challenge themselves for lateral rewards like "Hard = 1 success, plus the king will offer addition information about the bracelet that you seek."
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Last edited by Andrew Ellis Troubio; 04-10-2009 at 11:53 AM..
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Old 04-10-2009, 11:51 AM
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Re: Anatomy of Failed Design: Skill Challenges

I have a pretty simple question, and I'm actually serious about this. This is not asked in snark.

If you think skill challenges have failed, why is it a bad thing that we're tinkering with them? You basically build a case for the rules' shortcomings, but then seem unhappy that we're working to fix them.

I think that R&D now has the attitude that if something doesn't seem to work correctly, we're going to fix it now, rather than hope that nobody notices. Because the truth is that people do notice, and it doesn't help anyone to push aside problems people are having at their game tables.

That doesn't mean we'll errata the hell out of whatever happens to be the topic du jour. We're more interested in gradual experimentation that leads to a final fix.
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Old 04-10-2009, 11:53 AM
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Re: Anatomy of Failed Design: Skill Challenges

Quote:
Originally Posted by Front Toward Everybody View Post
One thing I'm running into is that the fighter's only real option in social skill challenges I present is to Jack Bauer people, which only gets you so far and in certain situations.
Which is an issue revolving around them still giving the fighter the crappies skill options of any class. Backgrounds ameliorate this somewhat, but unless you're really going with a good wisdom you don't even have skills that really take advantage of your ability scores. There's only one skill based on strength!

Oh, and the fighter gets Charisma based skills with no incentive to buy charisma. And to get intimidate based on strength you have to buy a fancy magic belt.

I love the fighter setup in powers and the like, but I really wish they'd do away with all this "class skill" silliness.

Ideally I'd also find a way to divorce skills from abilities (or just get rid of abilities all together and just hand out allocatable static bonuses of some sort) but I'm betting that's a legacy issue that is untouchable.
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Old 04-10-2009, 12:08 PM
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Re: Anatomy of Failed Design: Skill Challenges

Quote:
Originally Posted by mearls View Post



I think that R&D now has the attitude that if something doesn't seem to work correctly, we're going to fix it now, rather than hope that nobody notices. Because the truth is that people do notice, and it doesn't help anyone to push aside problems people are having at their game tables.

That doesn't mean we'll errata the hell out of whatever happens to be the topic du jour. We're more interested in gradual experimentation that leads to a final fix.
This is awesome. I think 4E has a ton of promise, but as with anything else, wasn't perfect from the get-go. I'm glad to hear that you guys are hard at work to improve an already great game.



Edit: Guess I should have refreshed, looks like Alfonzo has experienced a similar problem.
One nitpicky issue I have is that the people who want to pick intimidate for their characters often don't because their charisma is so low. Has anyone else noticed this or is my group an outlier?
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Old 04-10-2009, 12:17 PM
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Re: Anatomy of Failed Design: Skill Challenges

Wouldn't having Charisma-based skills be an incentive to buy Charisma?
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Old 04-10-2009, 12:23 PM
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Re: Anatomy of Failed Design: Skill Challenges

Skill Challenges are a great idea, and they're getting better with revisions (thanks Mearls!) and suggestions from fans, but their biggest strength/weakness is their flexibility. There's so much you can do with them, and so many ways to handle them, that it's tough to nail down a set of rules or guidelines that work in a wide variety of situations. I think it's still very much a case-by-case sorta thing, with some tweaks working well (and making sense) in some situations, but not in others.

One big thing that can be done is to vary what it means to get "a success" or "a failure" (I agree that something like "advances" and "setbacks" would be better terms to use for individual successes and failures), like so:

The first success with Skill X gives you...
*...a +2 bonus for the next attempt with Skill Y
*...the ability to use Skill Z in the Skill Challenge
*...additional information/gold/etc.
*...a small attack, damage, or defense bonus in a subsequent combat encounter
*...a small skill bonus in a subsequent encounter (combat or otherwise)
*...an automatic success in a subsequent skill challenge related to this one

The first failure with Skill X could mean...
*...a -2 penalty for the next attempt with Skill Y
*...a requirement to use Skill Z next instead of some other skill
*...a small attack/damage, or defense penalty in a subsequent combat encounter
*...a small skill penalty in a subsequent encounter
*...an automatic failure in a subsequent skill challenge related to this one

Some of those are pretty significant, but it depends on how high you like your stakes and how much sense it makes in the situation. Regardless, gradually increasing DCs for repeated skill use -- say, +1/success already obtained with that skill -- can encourage players to switch it up a bit, too. Eventually, your second-best skill is going to become a more compelling choice than your best one.
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