Gaming: Doing more with skills in 4th edition D&D
November 21, 2010
The main tabletop RPG I play is Dungeons & Dragons 4th edition, in large part because it dominates the market but also because of the perks it offers because of its size. Notably electronic tools and the level of product testing and support that comes with a high market share. In any event, this edition is fairly tactical combat-oriented, which makes for interesting game play but also results in a focuses the story end on combat, in sometimes problematic ways, which isn't particularly my thing. The system also has skills, which allow for a broader range of options when interacting with the world, and structured skill challenges which attempt to aid game masters in requiring their players to use their wits and their character's abilities in settings other than the battle mat.
Unfortunately, I don't think skill challenges really achieve this goal even as the math underlying them is refined. After speaking with friends and reading a mix of RP design blogs and listening to a lot of Paul Tevis's Have Games, Will Travel I think I know why. Skills are a sub-system that as Ryven Cedrylle explains doesn't quite mathematically match up with the rest of the game. Thus skills are most often used against easy, medium, and hard DCs rather than the defenses of monsters or other player characters. Making skill challenges substantially more sophisticated would thus set up more of an alternate system that some characters would excel at but may simply bore the rest. If I want the rest of the game to be as robust as the combat, I either need to switch over to other games or find ways to integrate the core math of combat and of skill challenges.
So, for those who actually know 4e, here's my shot at the latter. I think the core problem is that the ability to rapidly raise skills is critical to allow player characters to be at all effective with skills that their stats don't naturally support. It also means that there's not really a reason to chase flat bonuses for skills a character is naturally good at which would hopefully redirect attention towards feats that allow use of the skill in more interesting ways. Once the systems actually align, I think a logical next step would be to introduce skill attack powers, which could be substituted in like skill utility powers but that would make sense outside of combat. Here's how I'd do it: