Does 4e limit the scope of campaigns?

No it doesn't (at least, beyond 5th level or so, when 5-7 ranks is nearly maxed out). At 10th level, when maxed out is 13 ranks, then 7 ranks sucks. At 15th level, when maxed out is 18 ranks (and there's probably 3 or 4 points difference in ability modifiers), then 7 ranks is useless.

Also, this is why cross-class skills are useless, and you should never put points in them except to qualify for PrCs or to get one rank and be trained.


I have to disagree. It doesn't suck to have a bunch of 7s over nearly half as many 13s, if you want a character who is skilled in a bunch of things. Leaving out the key attribute, that is a +7 on a d20 roll, which is not bad at all. Also, it isn't a choice between all 7s or all 14s.

If my max rank is 18, I am probably not going to be taking 7 ranks in any of my skills (unless they are strictly for flavor). Even so, it is still just as hard to climb a wall, so 7 ranks doesn't automatically become useless because I have an 18 rank in another skill. A +7 is still a +7.

Can we please keep it polite. I don't mind sharing my opinions about skills, but the tone is getting harsh here. I am not attacking your edition of the game. I am just defending mine. I haven't said that 4E is bad. Or its skills system is no good. It works well for a lot of things, and it is definitely streamlined. But I really do prefer 3E when it comes to skill heavy campaigns. This is just a matter of opinion. there is no reason to get angry, or use hostile language (i.e. sucks) just because you think don't think there is much value in spreading out skills. I have tried to be polite here, and just state my view of the game, without trashing anyone else view. You will note, I never said your way of playing sucks, or your edition sucks. And I wouldn't, because this is just a matter of taste. And your edition of the game, isn't in any kind of danger, because I prefer the skill system from a previous edition for skill heavy campaigns.
 

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It almost always helps me in these situations to have more skills to fall back on.

Definitely. I can see that.

I have two areas of disconnection with what you assert, however:

The first is that, in 3e, most characters did *not* have the skill points to actually branch out. Rogues and Bards, yes, as with other PCs with Int-based characters. Your average Fighter and Cleric? They could be really struggling to have more than 2 skill points per level.

So, the idea of putting only a few skill points into a skill was something that was pretty much unachievable for most characters. (I saw more than one character with 1 skill point per level, because Int was the only stat they could dump).

The second relates to DM design of challenges...

...you need to be lucky with your DM for non-maximised skills to be consistently useful.

Resolving a challenge with Skills fall into two basic types:
* There's one task, which the highest roll from the party is counted on the success. (Examples involve Gather Information and Search)
* There's one task, which each party member must face individually (Example includes jumping a chasm with Jump/Athletics).

The design of 4e Skill Challenges seems to have (at one point) been more towards the latter (everyone must participate), then gone towards the former, and ended up in a mess.

However, the framework it's investigated is pretty much the same in 3e: either one person may make the check for the party - in which case you really want someone to have maxed out the ranks - or everyone has to make the check, in which case it's really bad to not have any ranks at all.

Not having any ranks at all? Eep - that's back to my first disconnect: Most PCs in 3e don't have any ranks at all!

You can get away with not maxing ranks (for one character makes check for party) in the case of DCs not being too high, but then the PC who does max ranks doesn't get the benefit of specialising!

Cheers!
 

And stock adventurers have to assume PCs max out their skills, because it's the rational thing to do.

And, the 3e DMG tells DMs it is their responsability to know the abilities of their characters in their campaign and to go through the adventure and make the necessary alterations, because the designers don't know your group, what supplements you use, or what house rules you use.

Sounds reasonable to me.
 

Many players of 4e simply disagree with you that the options presented in 4e are inadequate, not thought out well, and don't handle noncombat situations well. They do in our games. In my games, skill challenges work great. They have depth and drama and are far, far superior to single skill checks. The spotlight shining solely on skill monkeys outside of combat is over, and my players enjoy that they are equally engaged and valuable in or out of combat. For those reasons and others I find 4e handles noncombat situations far better than previous editions. It combines the freedom of roleplay and DM design of the early editions with mechanical support (imo, correctly) so it is about the character's and not the player's skill.

Well, this player of 4e agreed with him. This player of 4e brought up the complaint. (was it a complaint? I didn't think it was). And this player got ignored by the 4e boys who pounced on KM for stating his opinions (by the way, I think he's mostly right).

You say "In your game" - that's an obvious. And then you keep coming back to skill challenges.

Skill challenges can be fun. We've had fun with them, every now and then. But they're not the whole parcel of what I'm getting at.

Every character class in 3e had non-combat resources (and I'm only going to go with abilities that are used primarily outside of a fight). Let's take a look at the core classes:

Barbarian: Trap Sense (remember that traps in 3e were more for outside of combat - I prefer this style of play, but not everyone does; this is cool, and I can totally respect your stance. It's not the point), and a few skills: Intimidate, Handle Animal, Craft, CLimb, and Survival.

Bard: MANY spells like Charm Person and Silent Image, Fascinate, Bardic Knowledge, Inspire Competence, Suggestion... the bard was pretty much written for non-combat situations. And we're not even looking at their skill list.

Cleric: Some good spells (at first level, only a few are that useful primarily out of a fight, like Hide from Undead, or Endure Elements... but this picks up from 2nd level onwards), and a few skills (Diplomacy, Religion, and Heal spring instantly to mind).

Druid: In my games, Shapechange was primarily a non-combat ability. Yours may differ, so I'll exclude it here. But even with that, the druid had Nature Sense, Wild Empathy, Woodland Stride (arguably useful in some combats), Resist Nature's Lure, and Timeless body... Plus, there was a buttload of useful spells (Calm Animals, Endure Elements, Charm Animal, Pass without Trace, and, my favourite, Speak with Animals) ... not to mention a few skills.

Fighter: Arguably the worst off class at non-combat elements in the game, since Charisma was usually the big "dump stat". the fighter had... extra feats (which could allow their usual feats to be spent on non-combat abilities, but in actual play, this rarely happened), and a few useful skills: Intimidate, Craft, Handle Animal, Swim...


Monk: I have to admit, I Hate the monk, and one of the great arguments in favour of BECMI, 2e, and 4e is that they don't have monks. So, I'll give you points there. 3e has the monk, so it loses points.

Paladin: Detect Evil (not a game killer, in my experience, by the way), Divine Health (some use in combat, though), Special Mount, Remove Disease, Aura of GOod... and a few useful skills. And later, they got some kind of nifty spells... and they got them at a level when they were pretty much useless in a fight! In other words, they got a game element that was really only useful in non-combat situations!

Ranger: Wild Empathy, Track, Endurance, Woodland Stride, Swift Tracker, and maybe Hide in Plain Sight. Like the paladin, they got spells that were really only useful outside of combat. Oh, and they got quite a few nifty skills (Survival springs to mind. I'd add Search, too, but the argument is that Search is folded into Perception in 4e, so it's a moot point).

Rogue: Trapfinding and Trap Sense. And a lot of very useful non-combat skill options.

Sorcerer: Sorcerers often focused on combat, becoming war mages. Or, in my games, they would take one or two combat spells at their two highest spell levels, and focus the rest of their spells on neat utility effects. They had a lot of great spells available to them, even at level one (Silent Image or Charm person are obvious choices). they also had a familiar that was so weak in combat that it was tailor-made for non-combat situations - in fact, many 3e games sort of had the familiar disappear in a fight, and only appear when it could be useful. They even made fun of this in Order of the Stick. Oh, and the Sorcerer also had some fun skill options (Bluff, Craft, Profession, Arcana).

Wizard: A buttload of spells. Like, a lot. And many of the wizards I've seen run would either carry a bunch of scrolls with utility spells, or they would invest in a wand or two (Magic missile + Fireball), and memorize only utility spells. Sometimes, they'd use Web to stop themselves from taking falling damage. Sometimes, they'd use it to tangle their enemies up. And sometimes, they'd tangle their enemies up, and then light it on fire. Oh, and they also got some nifty spells.

Now, in 4e...

Cleric: You get rituals where, if you spend money and take a lot of time, you can make a skill check for a minor effect. You also get some fun skills.

Fighter: You get some fun skills. Also, if you want to spend a feat or two, you can get Ritual Casting.

Paladin: You get some fun skills. Also, if you want to spend a feat or two, you can get Ritual Casting.

Ranger: You get some fun skills. Also, if you want to spend a feat or two, you can get Ritual Casting. (you also have a few utilities that let you improve your allies' skill checks. Which is cool... but I've mostly seen that used in combat in my games, and, as with most utilities, it is at least as useful in a fight as outside of a fight)

Rogue: You get some fun skills. Also, if you want to spend a feat or two, you can get Ritual Casting.

Wizard: You get rituals where, if you spend money and take a lot of time, you can make a skill check for a minor effect. You also get some fun skills. But hey, you get web, right? Only, it reads pretty flat, and doesn't really seem to encourage creative play. Most people looking at it (in my experience, at least), see only the effect and the SINGLE FREAKING DESCRIPTIVE SENTENCE and rightfully assume that the spell creates a batch of bad terrain. Whether or not the GM will allow the PCs to light a web on fire is in the air in a way that was never present in the culture of earlier games.

***

My point? 4e characters overlap way more than they did in 3e, and almost all of their abilites are made for combat. While there are powers that can be useful in non-combat situations (Wizards have a few, as to be expected), they are not nearly as ubiquitous as they were in earlier editions. In effect, you are found lacking.

A big problem I have with 4e (in fact, the biggest problem I have with 4e), is in the powers. You'll note I brought up web. In earlier editions, it would say "you create webs. This is what they look like, feel like, and whatnot. Here are the rules." In 4e, you are given a set of rules, and a line of flavour text. there are good and bads, here. The good is, it is very easy to "re-skin" (and I LOVE that!) The bad is, it becomes harder to really encourage creative play. All you have to work with are the lines of rules, whereas in earlier editions, you could use the flavour text to create extensions beyond those rules.

If 4e was the first edition, and there were no other editions, do you really think "You call into being a giant web made of thick magical strands that hang in midair, trapping those within it?" could be used as a sort of magical safety net? If a player tried to throw a torch into the webbing, is that really supported by the rules of the effect? Maybe it is (I have a feeling you'd allow it). But the problem is, when 95% of the effect is in the rules, you only see the rules. Doesn't the aura of pure combat rulesage sort of BLOCK such a creative style of play, anyways?

Now, I should stress it again - I do like 4e. And I can see myself playing certain types of games with it. I could even run an investigative game with it... but I'd have to tweak it considerably to do so (see my original post, and you'll see I was asking about possible tweaks to the rules to fit "tougher" game styles... why hasn't anyone offered up their own tweaks to make a cthulu 4e?)

But my problem with 4e is this: it shouldn't be a game about combat. If I want to run a fight against goblins with some buddies, there are numerous video games that allow me to do this these days. Not only can I play a game that allows me to build weird character combos and work with my friends as a team, but I can actually run many more fights in an hour than I can in 4e.

No, 4e should be trying to offer something that computer games CANNOT do - interact with a creative environment that offers feedback on your actions, and use your powers in unforeseen, creative ways. And, really, it doesn't do that nearly as well as earlier editions did. I'd say it is actually the worst edition for that purpose.
 
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For the record...

THINGS I LIKE ABOUT 4E:

* The Trained/Untrained system (though I'd like there to be a "half trained" or something)
* Races, no ability penalties
* Racial Powers
* Multi-classing (at least, the theory)
* AC/Reflex/Fort/Will as Defences.
* A focus on keeping everyone in the game (I always did it, but not everyone did)
* Really implementing PC movement and terrain
* Rituals (they do have a use, I just don't like some of the ripples they make on other facets of the game)
* Power Sources
* Hit Points and Healing Surges
* The way the math works (I like tiers, and the +1/2 level thing is grand)
* Monster Roles, and a focus on multiple monsters per encounter (big plus over 3rd, but really just going back to BECMI and 1e roots)
* At-Wills (existed in 3e, though, in a different way)
* No Monk
* No monk in the PHB 2.
* No frigging monk.
* Easy to retcon flavour.
* A better DMG
* Quick to prep games, and easier to DM.
* Putting magical items in the PHB (hated it at first, but I can see it was a good idea)
* The folding of some skills into groups. (I have a caveat, here... I think the game should have done what Earthdawn did, and include open-to-the player "Background skills" like Blacksmithing or 'Dragonborn Scale Weaving'.
 

But my problem with 4e is this: it shouldn't be a game about combat.

It shouldn't? So it should be unlike EVERY OTHER EDITION OF D&D EVER?

If I want to run a fight against goblins with some buddies, there are numerous video games that allow me to do this these days. Not only can I play a game that allows me to build weird character combos and work with my friends as a team, but I can actually run many more fights in an hour than I can in 4e.

No, 4e should be trying to offer something that computer games CANNOT do - interact with a creative environment that offers feedback on your actions, and use your powers in unforeseen, creative ways. And, really, it doesn't do that nearly as well as earlier editions did. I'd say it is actually the worst edition for that purpose.

No. It does it better than the other editions, for all the reasons I state above. It removes the shackles of "system" where they served to constrain rather than free characters to interact meaningfully with the game (such as in the changes to the skill system in general and the way challenges work) rather than 4/5ths of the people gathered watching while the skill monkey did everything. There was a reason in 3e it came down to a single die roll, watching one player do everything is boring, so it needs to be over quickly.

3e tried, unsuccessfully, to legislate out of combat play with poorly designed and realized subsystems like crafting and skill monkeys. 4e dismisses that notion of unnecessarily constraining characters (hey, my dwarf can be a fighter AND a master brewer now!) by thinking that everything they can do has to have a stat. The players and DM are free to play the game, the way we did in the old days of 1e, where you didn't need the books to tell you how to roleplay your character. If you wanted your elf to be a master musician, you didn't need a perform skill, you needed a note under "background". NWP grew out of this and was a decent attempt to put some mechanics behind the freedom, but it fell a bit flat. Then 3e went way too far in the wrong direction. 4e has righted the ship and married the concepts of freedom of character with mechanica; support into a streamlined, easy to run system. A lot of people don't seem to really get this right now and see it is as less when, in essence, it's more. You'll hopefully come to realize the system's potential at some point. It would help to stop trying to spread nonsense comparisons between the game and video games.
 

No. It does it better than the other editions, for all the reasons I state above. It removes the shackles of "system" where they served to constrain rather than free characters to interact meaningfully with the game (such as in the changes to the skill system in general and the way challenges work) rather than 4/5ths of the people gathered watching while the skill monkey did everything. There was a reason in 3e it came down to a single die roll, watching one player do everything is boring, so it needs to be over quickly.


You know what I realized? You only stick to skills. Why? Because skills are the only means of interacting meaningfully outside of combat (well, not the "only" way, to be fair). You don't acknowledge that in 3e, many characters had useful powers that were not skill related at all - I gave you a list. In 4e, the only useful non-combat powers that PCs have access to are Skills, Rituals, and maybe a handful of utilities (and, as I said, those utilities are iffy, since they were designed with combat in mind).

It shouldn't? So it should be unlike EVERY OTHER EDITION OF D&D EVER?

Whoa, easy there, Tiger. ;)

Maybe I should have been a bit more careful with my words, since I should have known they would have been pounced upon. First off, 1e wasn't just about combat. It was also about getting treasure and exploration. If you read the rules-as-intended for 2e, a huge focus was put on RP and world-building. 3e was combat-centric, much like 4e... but many non-combat elements were kept in.

If earlier editions of D&D were all about combat, there wouldn't have been spells like Charm Person, or Phantasmal Terrain, or Knock. Think about it - if D&D was always about the combat, then knock wouldn't exist, because it is a spell that is pretty much ONLY useful outside of a fight.

I think earlier editions of D&D were jst as much about mapping and exploration as they were about Combat. I think the only edition of D&D that was about only combat was Chainmail. :)

4e did some smart things. The designers said "Hey, combat is where the majority of the imbalances lie", and went to fix that. Unfortunately, they took out all of the non-combat abilities that differentiate characters. Many of these powers wound up as feats, which was a dumb design idea - because now we have characters choosing whether they want combat-focused feats, or non-combat focused feats. Meaning, if I choose combat feats, and you choose non-combat feats, I'm better than you in a fight. (Ideally, they should have had combat feats and non-combat feats purchaseable from seperate pools, to keep some of this balance, but that's another thread)

Now, the reason people keep saying 4e is more about combat is because so much more of the book is dedicated to combat. Most of the PHB. Most of the DMG. All of the monster manual (since most monsters have lost their uses outside of a fight, except in flavour elements, unfortunately). Not only that, but fights take longer in 4e, with the possible exception of 3e (and I say POSSIBLE exception... it wasn't the case in my games, but I've heard horror stories). In the time you can run one fight in 4e, I could run 3 in BECMI.

In my experience, about 75% of our sessions are combats, and the rest is non-combat "Light exploration". in 3e, it was about 50/50. In earlier editions, more like 25/75. In other systems, 25/75, or even less combat.

OH, and one other funny thing you said:

4e dismisses that notion of unnecessarily constraining characters (hey, my dwarf can be a fighter AND a master brewer now!) by thinking that everything they can do has to have a stat.

Okay, cool (and, by the way, I kind of agree with you, here - that is a nice part of the game... if you're running a game where that sort of thing doesn't come up often)

The players and DM are free to play the game, the way we did in the old days of 1e, where you didn't need the books to tell you how to roleplay your character. If you wanted your elf to be a master musician, you didn't need a perform skill, you needed a note under "background".

Also cool. Here's where it gets funny:

NWP grew out of this and was a decent attempt to put some mechanics behind the freedom, but it fell a bit flat.

Kind of admitting that having no rules for non-combat skills was a problem, eh? ;)

A lot of people don't seem to really get this right now and see it is as less when, in essence, it's more. You'll hopefully come to realize the system's potential at some point. It would help to stop trying to spread nonsense comparisons between the game and video games.

A lot of people have tried to explain WHY they have a different viewpoint from you, only to have their opinions called "nonsense". And when you say things like "Hopefully, you'll come to realize the system's potential at some point", I almost feel like you're a missionary trying to convert me.

And, for what it's worth, my video game comparison wasn't a direct one between the rules. It was simply saying that trying to make an RPG that is primarily combat-based is not necessary, because a video game can do this better. An RPG should focus on what video games cannot do, and that is - encourage creative play. Power Listings and pre-made, DM-fabricated skill challenges do not encourage creative play. Creative play can come out of them, but the rules do not facilitate it.
 

This just doesn't match the reality. I have played tons of characters in 3E with skills spread out and it works just fine. Lets say you 40 ranks to spread and can max at 5. You could take 5 in eight skills. That works, and it is nice to have eight fully maxed skills. Or you could, if you want a well rounded character, you could take 5 in two skills that are important to you and then take 3 ranks in 10 other skills. You could even play with the numbers more to get greater variety. There isn't anything mechanically unsound about this approach. A +3 isn't that bad compared to a +5. Its not as good, but it certaily isn't useless.

Sure, at 2nd level, if you aren't dabbling much and have a whole lot of skill points to play with (if you have 40 ranks to spread around and your max is only 5, that means you're getting 8 skill points per level, which is a lot more than most characters get).

Now suppose you have a ranger character with no Int bonus. You look at the skill list. "Well," you think, "my character is a pretty typical ranger. I have to be able to survive in the wilderness, of course, and I should be pretty athletic - I can swim and jump and climb. I want to be stealthy, and I want to be alert. So, let me see: That's Survival, Swim, Jump, Climb, Hide, Move Silently, Spot, and Listen. Eight skills."

Then you look at your skill points. As a 1st-level ranger, you get 16 skill points to spread around. So you put +4 in Survival and Spot, because you want to be a hotshot eagle-eyed tracker. You put +2 each in Hide and Listen, and +1 in the other four. That's not bad, right? Only a 3-point difference. You'll feel it, certainly, but it's not the end of the world... though it bugs you a bit that some of the other PCs are outperforming you off raw stat bonuses.

Fast-forward to level 5. Now you've earned another 16 skill points and spread them around. You've got +8 in Survival and Spot, +4 in Hide and Listen, and +2 in Move Silently, Swim, Jump, and Climb. You're not too bad in Hide and Listen, but you're starting to wonder what you put all those points in athletic stuff for, since it's not having a whole lot of impact.

On to level 9, and you've got +12 in Survival and Spot, and +6 in Hide and Listen. And you're coming to realize that all those +3 modifiers aren't doing you much good. The DM is calibrating his skill DCs to the characters with +12 - the barbarian who can leap great chasms, the rogue who can scale any wall. You're 9 points behind those fellows. When a check poses any kind of challenge to them, your odds of making it are slim to none.

Meanwhile, the points you sacrificed to get here are really starting to sting. When you try to sneak around, you're barely competent at not being seen, and even when you do manage that, you always step on a twig and get heard (once again, the DM is calibrating his DCs to the rogue who maxed Hide/MS). Your eyes are sharp, but your ears are no better than those of the cleric, who hasn't put a single rank into Listen and is just going off his crazy pumped-up Wisdom bonus. The only place you really shine is tracking and spotting things.

What I've just described is the sort of thing novice players often go through in 3.X if they don't have someone to steer them away from it. They have this idea of being a wilderness ranger, like Aragorn, stealthy and alert, athletic and an expert tracker... and what they end up with is a tracker who's a little stealthy and a little athletic, but is nowhere near stealthy or athletic enough to keep up with the challenges the party will be facing, and so might as well not have bothered.

Now, is it possible to make a ranger who really is good at all those things? Sure, if you know the system. But novices by definition don't know the system, and they don't know that the "dabbler" approach won't deliver. Dabbling is what the system puts in front of them - why have skill points if not to spread them among the skills you want? - so they use it without realizing it's not actually what they need.

Try the same thing in 4E. You're a ranger, which gives you Nature plus four other skills. You pick Athletics, Perception, Stealth, and Endurance. There you are, you have your Aragorn. But wait, you wanted to be a hotshot eagle-eyed tracker; not just good but the best. Well, pick up Skill Focus (Perception) and there you go. Maybe you want to be a healer, too, so you get Skill Training (Heal). The system does not lead you astray; it asks you, very simply, "What do you want to be good at? What do you want to be really good at?" And then it makes you good at the former and really good at the latter, and you stay that way throughout your career.
 
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Now, in 4e...

I feel as though your list ignores the following class-specific powers:

Cleric
======
Divine Fortune
Holy Lantern
Astral Refuge
Knights of Unyielding Valor
Clarion Call of the Astral Sea
Cloud Chariot
Good Omens

Paladin
==========
Astral Speech
One Heart, One Mind

Ranger
==========
Crucial Advice
Skilled Companion
Forest Ghost

Rogue
=======
Fleeting Ghost
Great Leap
Master of Deceit
Mob Mentality
Nimble Climb
Certain Freedom
Foil the Lock
Hide in Plain Sight
Cloud Jump
Hide from the Light

Warlock
=======
Beguiling Tongue
Shadow Veil
Dark One's Own Luck
Ambassador Imp
Shadow Form
Eye of the Warlock

Warlord
=======
Bolt of Genius

Wizard
=======
Cantrips
Feather Fall
Jump
Disguise Self
Invisibility/Greater
Levitate
Fly/Mass Fly
Mordenkainen's Mansion

I compiled that list just from PHB classes. It's all the powers I could find that had very easy to imagine non-combat uses. More specifically, I looked for things that could function inside a skill challenge, but I didn't limit myself to that.

I have to admit, I think it would be much more exciting to run your CSI Eberron game in 4E, not only for how skill challenges work but also thanks to some of the things that weren't carried over from earlier editions. I know, blasphemy, right? Who can think that leaving things out could be a good thing?

I do. I kind of feel like a lot of Kamikaze Midget's arguments really boil down to the lack of charm and divination spells in 4E. I think this is further tied into the changes in the alignment system. Spells like detect evil and zone of truth gave you very concrete knowledge; they told you "this guy is lying" or "this guy is evil," and that was the end of it. On the one hand, that can be seen as part of the "progress" of the non-combat side of the game. I found out this guy was lying, I succeeded in moving the story along.

However, I personally much prefer the ambiguity of not knowing these things. Too often I feel like my players fell back on charm person rather than actually try and convince the NPC to help them. Too often I felt like I needed to give every villain mind blank so he could interact with the party paladin without setting him off. I like the fact that the only thing I have to go on in knowing whether or not the guy I suspect is actually guilty of committing a crime is through the facts I gathered, through skill use and occasionally the use of a power or ritual.

The key distinction, I think, is that those spells that got left out of 4E were the thing you used to get the result you want. I need to know if this guy is evil, so I cast detect evil and I find out. 4E uses powers and rituals to facilitate getting the result you want, but they are not the actual thing that gives you the result. You still have to rely on skills and, yes, roleplaying. It sounds like KM is lamenting the ability to use spells to get a direct result, as opposed to having them by a tweak you use to increase your chances of success.

While I don't think using a spell to get your results is always bad, the ability to do it reliably and constantly (think about how low-level some of those spells were) throws a monkey wrench in a lot of plots. To steal your CSI: Eberron idea, I find it a lot more interesting when I have to go to the suspected serial killer's house, interview him, let the rogue pick around for clues, etc. instead of just casting detect evil on him. As a player, I like that my character has suspicions about people that turn out to be wrong, and I like that it doesn't require the DM to jump through spellcasting hoops to explain why none of us knew that the noble ally we had was actually a demon-worshipping doppelganger the whole time. Furthermore, I like the fact that the fighter who spends a feat has a chance to contribute to the process of uncovering said doppelganger's true colors through a skill challenge.

I will be the first person to say I think we should offer more mechanical support for skill challenges. I think it's a great idea, and could live in utility powers, rituals, feats, class features, and a number of other places. I don't think that means that you can ignore the fact that powers, rituals, and skill challenges offer different ways of playing out non-combat scenes. You and I may want more of those things, but they are there, and as the game grows older more stuff will appear. I know the argument is that since they weren't there in the first place then they are obviously "second priority" but I don't think that, even if it were true, that would necessarily mean they weren't a priority at all.

I guess all I'm saying is: I think 4E lets me do non-combat encounters with ease (thanks to the organization of skill challenges) while still offering some opportunities for characters to shine as individuals.
 
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