Showing posts with label skill challenges. Show all posts
Showing posts with label skill challenges. Show all posts

Monday, February 23, 2009

Skill Challenges

One of the new features of Dungeon is the Ruling Skill Challenges column, of which this latest article is a part.

I've given my views of skill challenges before. I think they're a great idea, and I'm disappointed that the first Wizards module didn't have more challenges (yes yes, I'm the DM -- I can add them wherever I like).

The Dungeon Master's Guide does have some good examples, of course, on what skill challenges can be used for. And I've thought of some of the more obvious cases where you might use them -- events and actions that are directly (and obviously) based on one or more skills just jump out at you; Diplomacy, Acrobatics, History.

But I've always thought of these things as smaller, "immediate" skill challenges, even though we've been told that that doesn't necessarily have to be the case. So a challenge might be convincing an NPC to do something, convincing an NPC that you know something (which you may or may not), or some physical, immediate challenge, such as skirting a hazardous area or scaling a tricky slope.

But a skill challenge could go on for hours, for days, for weeks. And it can be lots of these smaller things tied together as one big challenge. And this is what I never really grasped. That's why the "travel through an enemy city" example in this post was such a good one; it took a large-scale task -- "travel within a warzone", in a sense, and turned it into a variety of abstract skill checks, allowing for a stealthy approach, a physical approach or a brains approach (and of course, a mixture of them all), to succeed.


What I also liked about this article was the list of Effects of Failures, boosting the DCs here and there as you fail. Not only does it provide the numbers, but also the flavour for why the DCs have increased.

And, the Random Events table also provides that extra bit to the whole encounter, ways to spice up the encounter, even if the party is completely ready for such a skill challenge, having the appropriate skills maxed out.


I look forward to finishing reading module H2, to see if-and-how-many skill encounters there are, hoping there are a few more than H1, and I definitely look forward to more examples from these articles.

Thursday, July 17, 2008

DMG - Updates

This isn't a chapter in the Dungeon Master's Guide, but a file that Wizards maintains and should be checked regularly.

Usually these update files correct small overlooked errors, such as the Warlord NPC getting martial ranged proficiency instead of simple ranged proficiency, or the [Healing] keyword being left off of The Invulnerable Coat of Arnd. Okay, no one is perfect, and these little errors being fixed ensure that they don't end up as stupid Ask Wizards questions. But this latest set of changes is more than that. It's much bigger than a missing word, or the wrong bonus type.

The DCs on actions and skill checks got completely changed. Now everything is easier to do, from 3 to 12 points easier. This is not a little change -- a change on one point here and there would represent a slight rebalancing at this level or this difficulty. But this is significant. This is ... I'm speechless.

Well, you wish. But really, this is almost absurd. If you have the Dungeon Master's Guide, follow along with me: turn to page 42. That chart at the bottom there, with all sorts of DCs for various difficulty types and various level ranges. See the DC10 for a level 1-3 Easy check? Change that to a 5. That's right, it's now "five easier" to do. That's not a fine-tuning, that's a complete rebalancing of the check system.

See the bottom of the chart, where it says "For skill checks: Increase DCs by 5"? That has been completely removed. So now that level 1-3 Easy skill check has gone from DC15 to DC5. In fact, if you go to page 61, where the skill check table is, you can see changes throughout that, too. Level 28-30 Easy check goes from DC30 to DC19. An eleven point drop. And diseases, also something that carries a DC, also got affected, usually by 6 or more.

The Player's Handbook also came out with some updates, that I haven't gone through yet (my PHB isn't at-hand), but paging through the update file doesn't spring any changes to the calculation of DC checks, so it's not like they've just lowered all of the values across the board -- you roll the same and add the same bonuses, and things have just become easier.


Now, I'm sure there are players rejoicing about this, and it could very well be that this is a required change -- we haven't done many checks in our campaign as of yet, having only dealt with conversation and combat so far. And if that's the case - if things were too hard - then I'm all for these changes. But how on earth did something like this not get caught in play-testing?

I could see a global lowering by 1 point as something that might slip out of play-testing, revealed once the masses got their hands on the rules. But five points? Ten? Twelve? I really wonder what happened here. They only playtested combat? They have really lucky dice? Perhaps they published some old pre-playtesting numbers?

Or maybe Wizards is really on the DM's side after all, and looking for a Total Party Kill.

Tuesday, July 1, 2008

DMG - Noncombat Encounters

The latest Design & Development article reminded me that I should really finish reading the Dungeon Master's Guide, now that I've finished the Player's Handbook (the last chapter of the PHB, Adventuring, wasn't worth commenting on).

Skill Challenges

I've mentioned my thoughts before on them, and this chapter starts off with a good description of them, both the steps on creating them as well as some good example skill encounters. If you're a DM, you must use these, and if you're the player, be sure to anticipate them! Ranks may be gone from the skill system, but I can see players taking extra training to be prepared for the skill challenges that are ahead; or at least planning these things as a party to make sure you have all of your bases covered.

Puzzles

The section on puzzles is a good start for those who don't find making them easy. The various common types are mentioned with a few examples, but I think that, for those who need this chapter, a book such as the 3e Book of Challenges is needed. It is good, however, that they mention that "[t]he basic nature of puzzles--that they rely on player ability--is the reason that some people love puzzles in the game and some people dislike them." This is something a DM needs to deduce about the players, to decide whether it's worthwhile even making puzzles with the intention of players to solve them, or to just turn them into a skill challenge and let the characters solve it. The sidebar about the Get A Clue check helps to bridge that gap for those players that like to try, but would like to rely a bit on their character's abilities too. This is the approach our group takes, when I decide to add a puzzle.

Traps and Hazards

I didn't expect much from this section, but wow have they done some work on turning traps and hazards into obstacles and encounters with a solid ruleset.

Not that there was anything wrong with the older system of traps - they had a DC, you might be able to disarm them, and you probably got a saving throw against them. Now they have a full statblock, with Perception check DCs (or alternate skills if applicable); the Trigger that sets the hazard or trap off; the Attack information, sometimes including both Hit and Miss effects for those that that would apply to. Countermeasures is a great block to help the DM know what the disable/disarm DCs are, the appropriate skill(s), and anything else that an enterprising player will think of. Finally, the Upgrade section is useful when the trap sounds perfectly suited, but just a bit too easy.

I'm not sure, however, about the idea of extending the roles to traps and hazards. Sure, different traps might be groupable in different ways, but a Lurker trap? A bit of a stretch. Square peg, round hole and all that. Still, the roles are only there to give you a feel for what kind of situation they belong in, and don't restrict you in any way, so they can be ignored. My favorite? The Treacherous Ice Sheet. Nothing fancy, but it's something that 3e would have just made tricky terrain to get across, with perhaps a Balance check or something. Now it has its own stat block! There are 23 sample traps/hazards in this chapter, which is a great number -- they could have been stingy here.

All in all, this has been my favorite Dungeon Master's Guide chapter so far - non-combat encounters are probably needed in all but the most strict role-playing groups.