Celebrim said:
The notion of near universal competency discourages me as a DM from even bothering with skill challenges. Everyone can swim? Well, then swimming isn't a hazard, it's an option. Everyone can climb? Well, then climbing isn't a hazard or an obstacle, it's an option.
Not I. In fact, it makes me WANT to use skills more often since everyone has a chance of making those rolls. Often times, unless the PCs had no choice, if a task involved a skill they were untrained in (and a real penalty for failure) they'd skip it and send someone (if any) who had ranks in it because they KNEW they'd fail but the guy who had ranks would most likely succeed. However, if EVERYONE has some ability to make easy DCs as they advance in level, it opens up the entire party to the challenge, not just rewarding the one PC who put ranks in it (He's rewarded by the fact he's practically guaranteed success via die bonus, talent or re-roll).
Example: The Four Iconics are chasing an imp through an ancient dungeon to recover a magical item needed. The imp flies across a chasm filled with burning lava. Hanging over the chasm is 3 iron discs suspended from chains on the ceiling. To cross, each PC must make a DC 15 jump check (with enough room for a Running start) and a DC 10 balance check when they land (to not send the iron disc gyrating and fall in).
In 3.X, only the rogue has invested in jump and balance (at 5th level, lets say she has +8 ranks, +1 str/+3 dex, +2 synergy, and +2 for being a halfling, so +13 jump and +15 balance total.) She can make those jumps if she "doesn't roll a one" on the die and cannot fail the balance. The fighter has ranks in jump (+8, +3 str, -5 armor = +6 total) but nothing in balance (+1 dex, -5 armor = -4) so he needs to make four rolls over 11 and four over 14 to pursue. He's staying behind. The cleric (+2 str, +0 Dex, -5 armor = -3 jump/-5 balance) is even worse off. He'll play cards with the fighter. The wizard (+0 str, +2 dex = +0 jump +2 balance) is very screwed as well, unless she has
fly memorized then why even bother with the pendulums?
So you have a hazard/encounter that one PC aces easily, two have practically no chance of success with, and one can either ace or fail depending on her spell selection. The pendulums might as well be an iron wall for two or three of those players, since they are now out of the action.
IN SAGA: Same party, same imp, same DCs. The Rogue has (5 train + 2 level + 1 str/3 dex + some re-roll for being a halfling) equals jump +8, acrobatics +10. She has to roll a above a 7 and then a 1. Not bad, but not guaranteed. The fighter (5 train in jump +2 level +3 str/+2 dex -5 armor*) has a +5 jump and -1 acrobatics. He has to roll better than 10 on each dice, which is easier than his 3.x colleague has it. The Clerc still is screwed (+2 str/+0 dex, +2 level, -5 armor = jump -1, acrobatics -3) but he could do it with action points or some skill-boosting magic. The wizard (+0 str/+2 dex, +2 level = +2 jump, +4 acrobatics) has a decent chance roll better than a 13 and 6, respectively. (and she'll probably have some manner of movement magic on tap thanks to the new magic system, but I digress).
In this scenario, the PCs are a little more likely to try to the maneuver and pursue. They are even MORE likely to do so if the cleric and fighter doff their heavy armor. What is a roadblock in 3.x is a feasible challenge in saga/4e. The same can be applied to falling overboard on a high-sea encounter (swim), following a goblin warg-rider on horseback (ride), trying to avoid sleepy guard (stealth), or actually having a chance to avoid an ambush from a group of assassins (perception). Even if the bonus isn't all that high, the fact it allows them to attempt them rather than setting the DC so low the rogue isn't challenged or so high that the fighter, cleric and wizard can't succeed.