(c) is just odd. It is like you're saying that people who ran skill checks before the invention of the skill challenge didn't know when things were over.
D&D combat has always had a device for telling us when things are over: ever success ablates hp, and when the hp are all gone it's over. If the outcome of a hit was established purely narratively (ie by GM narration) then how would we know when the fight was over?
There is a good discussion
here, by Vincent Baker:
Conflict Resolution vs. Task Resolution
In task resolution, what's at stake is the task itself. "I crack the safe!" "Why?" "Hopefully to get the dirt on the supervillain!" What's at stake is: do you crack the safe?
In conflict resolution, what's at stake is why you're doing the task. "I crack the safe!" "Why?" "Hopefully to get the dirt on the supervillain!" What's at stake is: do you get the dirt on the supervillain?
Which is important to the resolution rules: opening the safe, or getting the dirt? That's how you tell whether it's task resolution or conflict resolution.
Task resolution is succeed/fail. Conflict resolution is win/lose. You can succeed but lose, fail but win.
In conventional rpgs, success=winning and failure=losing only provided the GM constantly maintains that relationship - by (eg) making the safe contain the relevant piece of information after you've cracked it. It's possible and common for a GM to break the relationship instead, turning a string of successes into a loss, or a failure at a key moment into a win anyway.
Let's assume that we haven't yet established what's in the safe.
"I crack the safe!" "Why?" "Hopefully to get the dirt on the supervillain!"
It's task resolution. Roll: Success!
"You crack the safe, but there's no dirt in there, just a bunch of in-order papers."
"I crack the safe!" "Why?" "Hopefully to get the dirt on the supervillain!"
It's task resolution. Roll: Failure!
"The safe's too tough, but as you're turning away from it, you see a piece of paper in the wastebasket..."
(Those examples show how, using task resolution, the GM can break success=winning, failure=losing.)
That's, if you ask me, the big problem with task resolution: whether you succeed or fail, the GM's the one who actually resolves the conflict. The dice don't, the rules don't; you're depending on the GM's mood and your relationship and all those unreliable social things the rules are supposed to even out.
Task resolution, in short, puts the GM in a position of priviledged authorship. Task resolution will undermine your collaboration.
Whether you roll for each flash of the blade or only for the whole fight is a whole nother issue: scale, not task vs. conflict. This is sometimes confusing for people; you say "conflict resolution" and they think you mean "resolve the whole scene with one roll." No, actually you can conflict-resolve a single blow, or task-resolve the whole fight in one roll:
"I slash at his face, like ha!" "Why?" "To force him off-balance!"
Conflict Resolution: do you force him off-balance?
Roll: Loss!
"He ducks side to side, like fwip fwip! He keeps his feet and grins."
"I fight him!" "Why?" "To get past him to the ship before it sails!"
Task Resolution: do you win the fight (that is, do you fight him successfully)?
Roll: Success!
"You beat him! You disarm him and kick his butt!"
(Unresolved, left up to the GM: do you get to the ship before it sails?)
(Those examples show small-scale conflict resolution vs. large-scale task resolution.)
Something I haven't examined: in a conventional rpg, does task resolution + consequence mechanics = conflict resolution? "Roll to hit" is task resolution, but is "Roll to hit, roll damage" conflict resolution?
It's interesting to look at "old school" RPGs and see how much of whate superficially appears to be task resolution is really conflict resolution: eg in AD&D, searching for secret a room or listening at a door looks like task resolution, but because it is connected to a consequence mechanic (namely, wandering monster checks based on number of attempts, mediated via tracking of infiction time) it turns into a form of conflict resolution. One part of that is that the tracking of time acts as a soft limit on retries - ie there is finality of resolution - and another part of that is that the outcome of success is predetermined by the GM's dungeon map and key.
Playing Classic Traveller I've discovered that many of Marc Miller's procedures are conflict resolution in the guise of task resolution - eg when you try any funky movements while wearing a vacc-suit, make a check; if it fails, something goes wrong but you can make another check to try and rectify the situation, quickly patch your suit or whatever; if that fails then the GM is licensed to hose your PC! The rules for interstellar travel, and for trading, also provide nice self-contained resolution systems - mediated through the fact that each jump takes 1 week and you only get one roll to check for misjump, one roll to find what cargo you can grab form world A, one roll to see how much they'll pay for it on world B, etc.
The rules for onworld exploration, on the other hand, are classic task resolution (check 1x/day to avoid breakdowns, avoid getting a speeding ticket, etc) with no conflict resolution (how many checks before we get there? up to the GM!). In my recent play experience they're the suckiest part of the system for precisely this reason.
That Traveller example also shows how and why the AD&D systems which can provide one sort of play experience in their classic dungeoneering context can produce a completely different experience when taken out of the context that made them conflict resolution. The most obvious way this happens in the D&D context is taking away the time element that, in classic dungeoncrawling, acts as a limit on retries while also taking away the pre-established "game board" (ie the dungeon map and key) which means that outcomes of action declarations in the context of that tracked time are independent of in-play GM decision-making - mostly this second thing happens by turning the static "game board" dungeon into a "living, breathing world".
Skill challenges, or other closed scene resolution mechanics, are a system for conflict resolution that is general, rather than all those distinct subsytems found in systems like AD&D and Classic Traveller. This makes that sort of framework more portable into a wider range of in-fiction contexts. But its contribution to play is much the same as those OSR system - outcomes are the result of a combination of how well the players engage the fiction and how well they roll on their dice, with a guarantee of finality of resolution, rather than being determied by the GM's unconstrained decisions about eg how far away from the domed city the evil scientists' base is (which was what happened in my Traveller game).
I would add: the general theme of this post is closely related to my post not far upthread about
time in RPGing. In that post I explained my least favourite approach to time in RPGing. In this post I'll gloss that as: the play of the game uses time as an element in task resolution, and creates an
illusion of it also being a factor in conflict resolution, but the actual outcome just depends on GM decision-making. Relating that to the Traveller example: by having the players check for breakdowns, for gettting lost, etc on each day of travel across world - ie making time a feature of task resolution (each check is only good for one day of travel) - it
looks like the passage of time matters. But in fact, in the absence of a conflict resolution framework, what really matters is what decision I as GM make about how many days it takes. I didn't fully appreciate this weakness in the rules - which until that point had been working wonderfully - until we came to play it out - and then got stuck with the full suckage and had to fumble my way through it. Luckily it didn't wreck the game; if it comes up again I'll just make up some simple conflict resolution system.
To finish, here's a contrast with the Traveller experience, from Burning Wheel. In BW actions are declared in terms of both intent and task.
Task determines what skill or ability is checked, what the DC is, how the fiction factors into the chance of success, etc; but
intent is what determines how success or failure is narrated - on a success the task succeeds and the player gets full intent; on a failure the GM establishes some consequence that thwarts intent. And there are no retries. So when the PCs wanted to cross the Bright Desert, I only had to set a DC for the Orienteering check and then the player rolled to see if the intent - "I lead us safely across the desert to the Abor-Alz foothilss" - was realised or not. (The check failed, and so they didn't make it safely across - it took longer than anticipated as they arrived at steep cliffs rather than the way into the foothills, and by the time they found their way to the pool in the foothills they were looking for an enemy had got there first and fouled it; and so extra endurance was lost as a result of heat and thirst.)
And for clarity: in the BW approach, if the player declares a search of the safe and, for whatever reason, the GM has already decided that there is no dirt to be found in it, then no dice are rolled and the GM just narrates the PC's failure to find the dirt - most likely "You break into the safe but there's nothing in there". That sort of fiated failure isn't generally recommended in BW (or similar systems) but sometimes may make sense as one feature of framing.