All About Skill Challenges

Rechan

Adventurer
Skill challenges seem to be the one 4e thing that is unique and intriguing, and yet still is rather hard to master. I've seen so many topics on how to do them, and so many bad experiences expressed.

So, I'd like to do an entire thread discussing everything about skill challenges. What works (for you)? What doesn't? How do you design them? Got advice for running them? Do you make the implicit or explicit? What results of failing the challenge have you used?

What unique ones have you designed/seen/etc? I've seen ones from poker, to getting back a kidnapped relative, from surviving staying the night in a haunted house to 1st level PCs not being eaten by Demogorgon.

Additionally, post some resources!
 
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I mentioned posting resources. So here is a big long list of links!

WotC has put seven skill challenge articles in Dragon magazine, and went so far as to put out a Podcast on the topic.

Then there are the many alternate versions, from Stalker0's Obsidian and alternate options, to the newest one to dkyle's Conflex system.

Not to be forgotten are the blogs with their multitude of options. I must begin this section with Critical-hits.com's Skill Challenge Compilation; they have links to more skill challenge topics than I can reproduce in this thread.

At-Will has three series on skill challenges, how to design a skill challenge, how to make skill challenges fun, and fully statted skill challenges.

At The Table, we have one, two, three posts on enhancing them.

Rick Neal has put up two posts on skill challenges, design and advice, and some he's ran (but does not provide mechanics).

The Tome Show has their own podcast on skill challenges.

And not to forget the Core Mechanic's twelve part series on War-based skill challenges.

Finally, here are Three lovely points on a skill challenge from Piratecat's game.
 
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I think the basic way a SC is presented is wrong. In the majority (all?) of the published SC I have seen they have a list of skills and next to it a description of what the PC s are doing if they use this skill. Can anyone explain how that works at the table? You declare the skills that are relevant to the challenge (if that is your thing) then the PCs have to guess what they are supposed to do with these skills? What if they suggest another useful use of that skill that is not listed? Well you are not going to say 'nope in the SC here it says X with Bluff and you want to do Y, so it doesn't work'. Your going to run with it, so why do they have this list of 'what to do with skills' in the first place. It is totally irrelevant.
For example (picked at random from your links provided, I have never used it)
The Skill Challenges of War - Part 6: Flush Out a Spy | The Core Mechanic
Primary Skills: Bluff, Insight, Intimidate, Streetwise.

Bluff (Hard DCs): You set up a Canary Trap by feeding different versions of sensitive information to your officers to see which version is leaked to the enemy. A failure on this approach earns a cumulative -5 penalty on future attempts of this approach as the spy becomes more wary of your methods.

Insight (Hard DCs): You converse with your officers and troops to discover who may have something that may be used as leverage over them (friends, family, or possessions), who may not believe in the cause, and other general indications of reasons for spying.

Intimidate (Moderate DCs): Your forces managed to capture an enemy courier crossing the frontlines. You use some persuasion techniques to extract details about your spy. This approach may only be attempted once.

Streetwise (Moderate DCs): You ask “sympathetic” criminal organizations if they have acquired any information about who the spy may be. Each attempt at this approach yields a cumulative -2 penalty as contact with such organizations becomes more difficult.

The way I run them is here is the challenge what are your PCs going to do solve it. They give me ACTUAL PC actions, I convert them to the relevant skill and they make a check. The list of things you can do with each skill is so so so narrow (i.e. one) as to be pointless, what a waste of space. In combat there are set things you can do so this sort of narrowness works, for skill challenges, which are so much more open, the whole thing is page 42 IMO.

The above SC should have bullet points by each relevant skill (if you want to lock it up more than I do) with multiple things of what the PCs may do. The chance of my PCs guessing exactly what they are supposed to do with each listed skill is pretty much zero. It is the worst form of small scale railroading, I would have to tell my PCs not only what skills are most relevant but also what to do with those skills. If I ran that skill challenge as written I would just read it all out and let them roll away.... pointless.
 
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My thoughts on running skill challenges, from previous threads on the subject:
Step One: Ensure that the players have an objective. This could be one that they came up with themselves, e.g. "We want to interrogate the hobgoblin", one that you hint at, e.g. "As you kill the last kobold, you hear a menacing growl. You realize that the bear that the kobolds had been keeping prisoner has escaped" (the PCs may either fight the bear or attempt a skill challenge to calm it down), or one that you state explicitly, e.g. "How will you persuade the Duke to agree to your proposal?"

Step Two: Ask each player what he wants his PC to do to help achieve the objective.

Step Three: Translate what the players say into a skill check, e.g. "I threaten the hobgoblin" could be an Intimidate check. "I speak soothingly to the bear" could be a Nature check. "I try to get a sense of the Duke's current mood" could be an Insight check.

Step Four: Decide whether what the player proposes to do will contribute towards the objective. If it seems reasonable, make it a Moderate skill check. If it seems unlikely or counter-productive, make it a Hard check or even an automatic failure. If it seems very effective, make it an Easy check or even an automatic success. For example, a Heal check to treat the bear's injuries might require a Moderate skill check. A cleric using healing word on the bear might be an automatic success, but making loud noises to scare the bear off might be a Hard Intimidate check or even an automatic failure.

Step Five: Have the players make their skill checks and narrate the results. If the check is successful, convey a sense of progress towards achieving the objective. If the check is unsuccessful, describe what setbacks have occured. If the skill challenge is not over, go back to Step Two.​
My thoughts on designing skill challenges, collected from a few places:
1. Consider the likely approaches that the PCs might take and decide how you will handle them. One way to do this is to go through the skill list and decide how each skill might be useful to the PCs.

2. Consider using multiple challenges of lower complexity instead of a single high-complexity skill challenge. I think it's easier for the DM and players to focus on and narrate the "stages" of successes and failures for four separate complexity one skill challenges (4 successes before 3 failures) than a single complexity four skill challenge (10 successes before 3 failures).

3. Consider giving the PCs ways to earn successes without the need for skill checks through the use of powers, class abilities, or creative thinking. For example, in a skill challenge to calm down a hungry, wounded animal, the PCs might be able to earn an automatic success if someone uses a healing power on the animal or gives it some food.

4. Consider separating skill checks to earn successes from skill checks to accumulate failures, or make the accumulation of failures depend on things other than unsuccessful skill checks, e.g. in a timed challenge, the PCs might accumulate one failure at the end of each round. Alternatively, consider other ways to penalize unsuccessful skill checks, e.g. an NPC attacks the PCs until they can convince him that the BBEG has lied to him. This encourages more participation since an unsuccessful skill check doesn't make the party worse off than doing nothing.

5. Consider ways to make skill challenges more dynamic by making changes to them while they are being resolved. For example, successful skill checks may open up other avenues for gaining successes, unsuccessful skill checks may close off some options or make them harder, certain skills may only be used to earn a limited number of successes, or the skill challenge as a whole is split up into discrete stages (this ties in nicely with point 2 above).​
 
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Here are a few examples of skill challenges that I have developed, from my solo campaign for a paladin PC. Note that I use DCs of 12 + 1/2 challenge level for Easy checks, 16 + 1/2 challenge level for Moderate checks and 20 + 1/2 challenge level for Hard checks.

[SBLOCK=Mediating a dispute]Challenge Summary: The PC mediates a dispute between a local farmer and an elven ranger.

Introducing The Challenge: After the PC has defeated the hawk, Joel takes him to the farm that was attacked by the wolf. On his arrival, he find the farmer, Kail Greenbough, arguing with an elf ranger, Rumil Amanth, while Kail's dog Blackie and Rumil's animal companion Faerwyn growl at each other. Joel will ask what has happened if the PC does not do so. Kail will say that Rumil's wolf killed one of his lambs, but he has refused to either compensate him for his loss or stay to work off his debt. Rumil will counter that he is prepared to compensate Kail, but he has no money on him at the moment and cannot stay to work because he is on his way to attend a meeting. He offers to return to repay Kail at a later date. However, Kail refuses to allow Rumil to leave before he pays him. Since the two of them have reached an impasse, Joel will propose that the PC mediate the dispute as a neutral third party.

Running the Challenge: This challenge may be run as a skill challenge, or the player may use his own ability to work out a solution.

What Kail Wants

Kail's primary objective is to be compensated at least 1 gp, or the equivalent in goods or services, for his lamb. His secondary objective is to ensure that Rumil pays for the lamb in some manner before he leaves the village. He will automatically accept any solution that allows him to meet both his objectives (no skill check required).

What Rumil Wants

Rumil is on his way to attend a meeting with his fellow rangers that he does not want to be late for. His primary objective is to leave the village by the next morning at the latest. His secondary objective is to pay for the lamb through his own efforts, though not necessarily immediately. He will automatically accept any solution that allows him to meet both his objectives (no skill check required).​
If the PC proposes a solution that does not meet an NPC's primary or secondary objectives, he must succeed at two skill checks with that NPC to persuade him to accept it. In most cases, the DC of the skill check will depend on how well the proposed solution meets the NPC's primary and secondary objectives. The PC may make use of the following skills during this challenge:

Bluff: This skill will come into play if the PC attempts to fool an NPC into believing that his primary or secondary objectives will be met. A failed Bluff check imposes a -2 penalty on subsequent Bluff and Diplomacy checks with the same NPC.

Diplomacy: This skill will come into play if the PC simply attempts to persuade an NPC to accept his solution. The PC will need to succeed at a DC 16 skill check if the proposed solution meets the NPC's primary objective but not his secondary objective, or a DC 20 skill check if the proposed solution does not even meet his primary objective.

Insight: This skill will come into play if the PC attempts to figure out what an NPC wants. If he succeeds on a DC 12 Insight check, he discovers the NPC's primary objective and gains a +2 bonus to his next Bluff, Diplomacy or Intimidate check with that NPC. If he succeeds on a DC 16 Insight check, he also discovers the NPC's secondary objective and gains a +2 bonus to all subsequent Bluff, Diplomacy or Intimidate checks with that NPC. If he succeeds on a DC 20 Insight check, it also counts as a success with that NPC. Bonuses from successful Insight checks do not stack.

Intimidate: This skill will come into play if the PC attempts to threaten an NPC into accepting his solution. The PC will need to succeed at a DC 16 skill check if the proposed solution meets the NPC's primary objective but not his secondary objective, or a DC 20 skill check if the proposed solution does not even meet his primary objective. A failed Intimidate check imposes a -2 penalty on subsequent Diplomacy and Intimidate checks with the same NPC.​
The PC may propose as many solutions as he wants, but once he has failed three skill checks, both the NPCs lose patience. Rumil turns to leave, and Kail orders Blackie to attack Faerwyn while he fights Rumil. If the PC does not interfere, Rumil and Faerwyn will defeat Kail and Blackie and leave. If the PC decides to fight one or the other, run the fight normally. When the fight is over, Joel will try to stabilize the dying and tend to the injured. The defeated party (if he survives) agrees to the other NPC's demands.

Award the PC 100 XP if he is able to get Kail and Rumil to agree to his proposed solution. Otherwise, award him 25 XP for each success that he earned. One solution that both NPCs would agree to automatically would be for Rumil to help the PC guard Kail's sheep and defeat the black wolf. [/SBLOCK][SBLOCK=Performing a ritual]Challenge Summary: The PC performs a ritual to close the rift.

Running the Challenge: This is basically a skill challenge, but the PC may also perform other actions to earn successes.

In addition to providing instructions on how to perform the ritual to close the rift, Sylvia's scroll also advises that focusing radiant energy and healing energy on the rift will help weaken it and make it easier to close it. The scroll further recommends doing so before commencing the ritual. If the PC has any powers that deal radiant damage, a DC 12 Intelligence check will enable him to realize that he can use his powers to weaken the rift (the rift's AC is 14 and its other defenses are 12). Similarly, a DC 12 Heal check will enable him to realize that he can use lay on hands to channel healing energy into the rift.

Effects of Special Actions

Lay on Hands: If the PC uses lay on hands on the rift, he earns one success. However, he also takes 1d10 necrotic damage from touching the rift. The PC may earn at most one success from using lay on hands.

Radiant Delirium: If the PC uses radiant delirium and hits, he earns one success. In addition, he gains a +2 bonus on Religion checks to close the rift. Each round, the DM rolls a d20 for the rift as if it was making a saving throw. If the result is 10 or higher, this effect ends. The PC may earn at most one success from using powers that deal radiant damage.

Radiant Smite: If the PC uses radiant smite and hits, he earns one success. The PC may earn at most one success from using powers that deal radiant damage.

Holy Strike (and other powers that deal radiant damage): The PC earns one success once he has dealt 10 points of radiant damage to the rift. The PC cannot mark the rift to deal additional damage with holy strike. The PC may earn at most one success from using powers that deal radiant damage.

Performing the Ritual

Allow the PC to make an Arcana check as a free action when he starts performing the ritual to close the rift. Although the ritual is religious in nature, knowledge about magical lore could still help the PC. If he succeeds on a DC 12 Arcana check, he gains a +2 bonus to his next Religion check. If he succeeds on a DC 16 Arcana check, he also gains a +2 bonus to all subsequent Religion checks, and if he succeeds on a DC 20 Arcana check, he also automatically succeeds on his first Religion check to close the rift. A failed Arcana check does not count as a failure for the challenge. However, the PC may only make one Arcana check during this challenge; this represents the extent of his knowledge at the time.

In order to perform the ritual to close the rift, the PC must be adjacent to the rift (and thus be within range of the rift's necrotic discharge). Performing the ritual is a standard action. Each round that the PC performs the ritual, he makes a Religion check to determine the outcome of his efforts. If the result of his Religion check is 11 or less, he performs the ritual incorrectly and accumulates one failure. If he succeeds on a DC 12 Religion check, he makes a minor error that threatens to stabilize the rift. If he has healing surges remaining, as a minor action, he may spend a healing surge to disrupt the stabilization. If he does not, or if has no healing surges remaining, he accumulates one failure. If he succeeds on a DC 16 Religion check, he performs the ritual correctly and earns one success. If he succeeds on a DC 20 Religion check, he performs the ritual so efficiently that he is able to concentrate better in the next round. The PC earns one success and gains a +2 bonus to his next Religion check.

Once the PC has started performing the ritual, he must continue to spend a standard action to do so in each round until the rift is closed. If he does not, he automatically accumulates one failure for each round that passes before he resumes performing the ritual.

While the PC performs the ritual, the rift continues to randomly discharge necrotic energy. Do not roll initiative for the rift; simply allow it to take its "turn" after the PC. This is treated as an attack:
:ranged: Necrotic Discharge (standard; recharge :3: :4: :5: :6:) * Necrotic
Ranged 5; +4 vs. Reflex; 1d10 necrotic damage. This attack does not provoke opportunity attacks.​
If the rift's attack recharges, but there are no targets within range, the necrotic energy discharges harmlessly into a random empty square within 5 squares of the rift.

Effects of Successes and Failures

For each success that the PC earns, reduce the recharge rate of the rift's necrotic discharge attack by 1, i.e. to :4: :5: :6: after one success, to :5: :6: after two successes, and to :6: after three successes. Once the PC has earned four successes, the rift closes and no longer makes necrotic discharge attacks. It also loses its necrotic aura (see below) if it has gained one.

After the PC has accumulated one failure, the rift starts to stabilize and to release a steady flow of necrotic energy into the area. The rift gains a necrotic aura.
Necrotic Aura aura 5; creatures that enter or start their turns in the aura take 1 point of necrotic damage. Increase damage to 2 points of necrotic damage after two failures, and to 5 points of necrotic damage after three failures.​
Once the PC has accumulated three failures, the rift stabilizes fully, and continuing to perform the ritual has no further effect.​
Award the PC 25 XP for each success that he earned. [/SBLOCK][SBLOCK=Persuading a spirit]Challenge Summary: The PC persuades the spirit of a long-dead paladin to open the stone door.

Introducing The Challenge: After the PC has defeated the kobolds, a voice rings out, "Well done, young warrior. It may be that you will be the one to defeat the creature of darkness and claim the weapon of light that lies beyond this portal." The PC sees the translucent form of a human in plate mail armor standing in front of the stone door.

He continues speaking, "Tell me of yourself and your deeds, that I may judge if you should be allowed to pass."

Running the Challenge: This is basically a skill challenge, but the PC may also earn bonuses to his skill checks or even automatic successes depending on what he says to the spirit.

The PC must earn four successes before he accumulates three failures. In order to earn a success, the PC must tell the spirit something about himself and succeed on a DC 17 Diplomacy check. The PC may gain the following bonuses to his Diplomacy check:
If the PC tells the spirit about how he has helped people, e.g. rescuing the boy from the rats (in Rat Warren Rescue), retrieving the drain grass pod (in Life Pod Hunt), or protecting the village (in A Touch of Shadow), he gains a +2 bonus to his Diplomacy check.

If the PC tells the spirit about his battles with undead and shadowtouched creatures, he gains a +2 bonus to his Diplomacy check.

If the PC successfully closed the shadow rift in A Touch of Shadow and relates this to the spirit, he earns an automatic success.

If the PC speaks of his religious beliefs, he gains a +2 bonus to his Diplomacy check if his alignment is Good. If his alignment is Lawful Good, he earns an automatic success.​
If the PC is unsure of what to say, the spirit may prompt him by asking the following questions:
"Which deity do you worship?"
"Have you fought such shadow-tainted creatures before?"
"Which deeds are you most proud of?"​
In addition, the PC may also make use of the following skills during this challenge:
Bluff: This skill will come into play if the PC attempts to lie to the spirit. The PC earns a success if he succeeds on a DC 17 Bluff check. A failed Bluff check imposes a -2 penalty on subsequent Bluff and Diplomacy checks with the spirit.

History: This skill will come into play if the PC attempts to recall historical information about the spirit or why the mine was abandoned. If he succeeds on a DC 17 History check, he recalls that the mine was abandoned about twenty years ago because a group of dangerous monsters attacked it and claimed it as their lair. If he succeeds on a DC 21 History check, he also recalls that a paladin departed on a quest to defeat the monsters in the mine, but did not return. If the PC asks the spirit if he was that paladin, the spirit will reply that he was, and will be flattered that he is remembered. The PC gains a +2 bonus to all subsequent Bluff, Diplomacy or Intimidate checks with the spirit. A failed History check does not count as a failure for the challenge. However, the PC may only make one History check during this challenge; this represents the extent of his knowledge at the time.

Insight: This skill will come into play if the PC attempts to figure out how the spirit will judge him. If he succeeds on a DC 17 Insight check, he senses that the spirit would be favorably disposed towards those who worship Lawful Good deities, have performed good deeds, and have experience fighting undead and shadowtouched creatures.

Intimidate: This skill will come into play if the PC attempts to threaten the spirit. If he succeeds on a DC 17 Intimidate check, he manages to impress the spirit enough to earn a success. However, the PC may earn at most one success from using Intimidate.

Religion: This skill will come into play if the PC tries to examine the spirit for clues to his identity or affiliations. If he succeeds on a DC 17 Religion check, he recognizes from the symbols and designs on the spirit's armor that he belonged to a religious order known as the Radiant Blades, an organization of Lawful Good paladins dedicated to fighting undead and shadow creatures. A failed Religion check does not count as a failure for the challenge. However, the PC may only make one Religion check during this challenge; this represents the extent of his knowledge at the time.​
If the PC is able to earn four successes, the spirit nods in approval. "You are worthy," he says, as the stone door opens.

If the PC accumulates three failures, his conversation with the spirit is interrupted by the arrival of a Shadowfang kobold wyrmpriest and three kobold minions. When this happens, the spirit addresses the PC one last time before fading away, saying, "Defeat them, and I will allow you to pass." Run Challenge #6. If the PC overcomes the challenge, the stone door opens.

Award the PC 31 XP for each success that he earned, or 125 XP if he earned all four successes.[/SBLOCK][SBLOCK=Saving a dying enemy]Challenge Summary: The PC fights a zombie and the imp from the previous encounter if it managed to flee from him. This interrupts the necromancer's ritual and causes uncontrolled necrotic energies to ravage him. The PC must choose between helping him and continuing to fight his other enemies. If the necromancer dies, he rises as a deathlock wight (Monster Manual) and attacks the PC.

Introducing The Challenge: After the PC has defeated the skeletons, and the imp has either fled or been defeated as well, the PC may venture deeper into the cave. The cave tunnel eventually opens out into a large natural cavern. If the PC has played through A Touch of Shadow, this is the same room as Challenge #7 of that adventure. At the far side of the cavern, a figure in dark robes chants harsh-sounding words. A zombie stands guard near the entrance. If the imp is present, it is next to the zombie.

Running the Challenge: The cavern covers a 10-square by 10-square area. Unless the PC played through A Touch Of Shadow and managed to close the rift, what appears to be a sphere composed of glowing purplish energy hangs in the air near the centre of the edge of the cavern opposite the entrance. Any creature that starts its turn within 5 squares of the sphere takes 5 points of necrotic damage. The necromancer is adjacent to the sphere. The zombie is in one of the squares adjacent to the entrance. If the imp is present, it is adjacent to the zombie. If the PC does not carry a light source, the area is dimly lit, either from the sphere, or from glowing runes inscribed in a circle around the necromancer.

The necromancer spends a standard action each round to perform the ritual and leaves it to the zombie and imp (if present) to fight the PC. The zombie focuses on keeping the PC away from the necromancer, using its zombie grab to immobilize the PC. If present, the imp repeats its tactics in the previous challenge, using vanish to turn invisible and then attacking the PC with tail sting.

The situation changes once one of the following occurs: the PC deals damage to the necromancer or prevents him from performing the ritual for one round (the necromancer has AC 18, other defenses 16); or (if the PC is fighting both the zombie and the imp) the PC destroys either the zombie or the imp; or (if the PC is only fighting the zombie) the PC deals damage to the zombie. When this happens, the necromancer loses his concentration and purplish necromantic energy engulfs him. The necromancer starts dying and must make death saving throws at the end of his turn.

If the PC decides to try and save the necromancer, this part of the encounter can be run as a skill challenge. In order to earn a success, the PC must spend a standard action and succeed at a DC 18 Heal check. If the PC did not take an extended rest during the interlude, the DC of the Heal check is 17 instead. The PC does not accumulate failures for failed Heal checks. However, the necromancer dies if the PC does not manage to earn four successes before he fails three death saves. In addition, the PC may also make use of the following skills and abilities during this challenge:
Religion: Allow the PC to make a Religion check as a free action when he starts helping the necromancer. This represents his ability to use minor religious rituals to keep the necrotic energy at bay. If he succeeds on a DC 14 Religion check, he gains a +2 bonus to his next Heal check. If he succeeds on a DC 18 Religion check, he also gains a +2 bonus to all subsequent Heal checks, and if he succeeds on a DC 22 Religion check, he also automatically succeeds on his first Heal check to help the necromancer. A failed Religion check does not count as a failure for the challenge. However, the PC may only make one Religion check during this challenge; this represents the extent of his knowledge at the time.

Channel Divinity: Divine Mettle: If the necromancer succeeds on his saving throw, the PC may choose to either earn one success or negate one failed death save. Other abilities that grant additional saving throws have a similar effect.

Lay on Hands: If the PC uses lay on hands on the necromancer, he earns one success. The PC may earn at most one success from using lay on hands.​
If the necromancer fails three death saves and dies, he rises on his next turn as a deathlock wight and starts attacking the PC.

If the PC manages to save the necromancer, he earns XP as if he had defeated the deathlock wight in combat.[/SBLOCK]
 

This is a fantastic thread and deserves more attention. :)

I haven't really had much to do with Skill Challenges yet, as I'm running the 4e Adventure Path and we're still in Thunderspire Labyrinth. However, I'm also thinking about running some of my own stuff mixed in with the WotC adventures, so I'm subscribing to this thread to give me better access to it!
 

So far I've run three skill challenges for my group, and I can't really claim any were successes. The first two I attempted to do "seamlessly", that is, I didn't tell the party they were in a skill challenge, just tried to coax them into offering solutions. Unfortunately, this didn't seem to engage my players much at all. Mostly they ignored the challenges.

The third attempt I went more explicitly, telling them it was a skill challenge and offering some default skills. There was a good bit more buy in this time. I'm a little anxious about the challenge coming up next session but I think I'm starting to get a handle on how they should work (at least for my group).

What I plan on doing is this:

The players are searching for a foe who is hiding from them in town. Either way they'll find him, but on failure there questions will alert him to their search, letting him prepare for their pursuit. I have a list of skills I'm going to offer them as some defaults, while allowing them to use any skill they want as long as they can give me a rationale for its use.

For the record, I use something close to the Obsidian system where instead of losing due to 3 failures, the party loses due to not getting enough successes in 3 rounds.

One problem I've had is often several players seem to prefer just aiding one party member and letting them make the check, so hopefully the Obsidian system will goad them towards actively participating individually.

Sorry if that doesn't make sense, that was really freeform thought up above. I'll be keeping my eye on this thread though. :)
 

I'll post more later, as I love talking skill challenges. As I have no time right now, I'll just throw up a link to the skill challenge design section of the At-Will blog which has some excellent articles.

At-Will
 

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