One of the more interesting concepts developed in D&D 4E is that of the Skill Challenge. To those unfamiliar with 4E, the Skill Challenge is (usually) a formalized non-combat situation that requires a certain number of skill check successes required for the player characters to complete successfully, and with a specific experience point value awarded to the characters if they prove successful (or specific consequences if they fail). The degree of difficulty is set by the amount of successes required – an easier Skill Challenge might require 5 successes out of 8 attempts, for example, something made of sterner stuff might require 7 successes out of 8 attempts. Player characters can aid each other during some of these skill checks, depending on the situation … so in theory, it’s a good way to encourage the non-combat aspects of 4E. Pretty cool stuff, especially for a game that’s typically accused of being too combat-heavy.
I say “in theory” because I’ve noticed that the Skill Challenge tends to be easy to screw up. I don’t find it explained particularly well in the core rulebooks for 4E, and in practice … well, I hesitate to say that it’s “done wrong”, since some people seem happy with the results, but I find that too often it turns into an exercise in munchkinism, focusing on game mechanics rather than roleplaying. (The fact that the rules for the Skill Challenge in the first printing of the rules was a little wonky didn’t help matters, either). I think Wizards of the Coast has done a decent job of fixing the Skill Challenge mechanics with rules errata, and done a reasonable job clarifying the intent of the Skill Challenge through D&D Insider and various editorials on Dragon Online. The problem is that most of those clarifications aren’t centralized very well.
I’ve been playing 4E a bit lately, and have been working on an adventure where a couple of key moments are probably going to hinge around good Skill Challenges. Based on my experience, and my observations, here’s some of my ideas on how to make a good (or at least reasonably decent) Skill Challenge.
1. Don’t tell the players that they’re in a Skill Challenge.
It’s human nature, or maybe at least gamer nature. You want to succeed at things. Nobody likes to fail. So when the DM announces “OK, this is a Skill Challenge!” at the beginning of an encounter … most players drop all pretense of roleplaying, and start analyzing the situation in terms of what skills are needed, and how to maximize the results of those skills. Everything gets viewed through rules-tinted glasses. Which, of course, kind of defeats one of the idealistic purposes of the Skill Challenge – building a situation that encourages roleplaying.
I played in a 4E Living Forgotten Realms game a couple of weeks ago that featured a cool Skill Challenge - our characters needed to do some begging, borrowing, or stealing (depending on how we wanted to handle the Challenge) to obtain some supplies to fix a ship. Our initial reaction to this became “OK, who’s got the highest Diplomacy roll?” … and we set about trying to optimize our chances of success in terms of maximizing the strengths of our various skills. We determined that our sorcerer had a high Charisma and a really good Diplomacy skill, so we agreed to aid him, reached for dice, and …
And that was when our DM (Scott Roberts, one of the co-owners of the Gamer’s Gambit) gave us a curious look and said, “Guys, it's role-playing, not roll-playing. Put down the dice. Tell me what you're doing, and what you're going to say. Then you can roll some dice."
A golden opportunity for roleplaying. And I blew it. A little embarrassing, to say the least.
So, with a hint of chagrin, we did put down the dice. The player running the sorcerer, though, didn’t seem too keen on roleplaying the situation at first, so I stepped in with my dragonborn rogue, and Ken Hart (an esteemed member of Goodman Games East who was also at the table) started in as well with his longtooth shifter druid. Neither of us, skill-wise, were perfectly suited for the situation, but we both starting weaving a web of flattery and bald-faced lies to get what we needed accomplished. When we were done, we got the nod from our DM, and started to roll our skill checks. Our friend the sorcerer offered to use Aid Another to assist our rolls, but the DM wouldn’t allow it – his character hadn’t actually said or done anything to assist us!
I think a good way to run a Skill Challenge, at least from the DM’s side of the screen, is to never tell the players that they're *in* a Skill Challenge. Provide them with the situation, steer them slightly towards using some of the skills that might come in handy, but emphasize the role-playing aspects of the situation. As a DM, I won't use the words "Skill Challenge" until a player asks me "is this a Skill Challenge?" ... and even then, my answer will be "maybe". That way, the players are less likely to put on the rules-tinted glasses.
2. Make the Skill Challenge open enough for the players to freelance, but provide enough structure for the DM to know what works or what doesn’t.'
I noticed this in a Skill Challenge presented in “King of the Trollhaunt Warrens”. There’s a Skill Challenge in that adventure where the player characters can parley with a black dragon, rather than fight it … and if they’re successful in the Challenge, they can gain some information – and loot – that might not be available if they simply best it in combat. From the player side of things, I found it well-written – it listed some of the primary skills that the players could use (Bluff, Diplomacy, Intimidate – the usual suspects), as well as some secondary skills that wouldn’t seem terribly obvious to use, but might fit the situation if push came to shove. That was fine. I think a good Skill Challenge shouldn’t rely on the player characters being reliant on just 2 or 3 skills anyway; some should be better fits than others, but the players should have room to freelance and innovate.
But from the DM’s side of the Challenge … eh. I thought it left a bit to be desired. For example, the player characters may use Diplomacy “to flatter the dragon”. Really? Flatter it how? By calling its scales shiny? By kissing its fanny and calling it the GREATEST. DRAGON. EVAR? I’m all for being open and for freelancing as a DM, but in this case I think *some* guidance is needed. Not much, but something.
From that end of things, I think a good Skill Challenge should include one or two tidbits about types of flattery that would work better than others, and maybe even something that could make things go terribly wrong. For example: perhaps complimenting the dragon on defeating a past rival (something that could be learned with a History check, or dropped as a clue earlier in the adventure) might add to the chances of success, or even count as two successes. Or complimenting the dragon’s great jeweled eye might count as a failure, as the only reason the dragon has a jeweled eye is because its original was lost long ago in a battle with a paladin (again, something that could be learned as a clue or History check).
3. Make the Skill Challenge is something that can’t be replicated by combat.
The first Skill Challenge I wrote was for “The Warbringer’s Son”. I wrote it literally a week after seeing the 4E rules for the first time … and while it works, if I had a second chance, I’d do it much differently. Suffice it to say it involves a lot of running down corridors, trying to avoid dangerous areas and hiding from Very Bad Things. Sound much different than combat? Not really. There’s no real need for a Skill Challenge like that – if it’s like combat, it should either just be combat, or should be scaled back into something that’s not combat.
I realized that I keep talking about Skill Challenges like they’re roleplaying opportunites. Well, they are, but that’s not a necessary requirement. I could see ascending a giant clockwork structure being a great Skill Challenge, with Thievery checks to disable certain areas of the clockwork, or Acrobatics checks to avoid swinging pendulums, or an Insight check to find the shiny, jolly, candy-like button that switches the whole thing off. No roleplaying per se required for a Challenge like that … but it’s not something that’s like combat.
Anyway. just some thoughts on Skill Challenges.
Feel free to share your thoughts as well.


