Neonchameleon
Legend
Are you really serious? Is this really an online phenomenon for adolescents? You may be right, but seeing my step kids online, I find this very difficult to believe. "Roleplaying" of the sort you describe would be the last thing they would do online. To be honest, it's hard for me to picture today's teenagers actually doing what you describe. This is the first I've heard of this so I may not be as common as you think.
You can mark that one down as confirmed. Start with sixwordstories.livejournal.com (not good - just damn big). Yes, two thirds of the characters being roleplayed there at least are from films or TV. Your point?
MrMyth, to me (not necessarily mattcolville) the key is in published scenarios and actual play.
Considering what a cliché it has become to aver that D&D back in the day was nothing but fighting, I reckon it's a really bad sign when old-time D&Ders find your game to be not much but a wargame.
Why? Because of the massive irony-factor involved? When D&D has since 1974 been slapped onto a minatures wargame.
"Encounter" now effectively means a game in itself, and in my experience it's not much of a game except with the fighting rules that are plainly the centerpiece.
Encounter means scene. Start from that premise and things fall into place. And I for one find the skill challenge rules excellent - near the sweet spot of providing me as DM enough to resolve things without being constraining or meaning I need to disrupt the scene to look things up.
The answer is not "more rules" or "fewer rules". The answer is actually to want something other than a Checkers/Magic TG hybrid with wargame "fluff".
And 4e to me is the first edition to provide that without heading hard down the simulationist rabbit hole and in the direction of GURPS Vehicles (why not just use a CAD package?) The DC setting in 3e makes me want to tear my hair out as a DM. And let's not get into 2e's mess of NWPs.
See, if that were what WotC and their fans wanted, then that is what they would do.
What they actually do is line up one hour-long (or longer) combat game after another, with an occasional random Dice Challenge where other folks might put problem solving and conversations with NPCs.
Really? That's what some do. But not often what happens at my tables.
In short, every single thing you say 4e doesn't do it does for me.
I don't remember an AC bonus by level in 3e, except as a variant in a supplement. In 4e, the sum of reciprocal chances to hit seems to stay about the same, so a bonus for me is a penalty for you.
But that's not the only measure of power. (And a bonus is always the flip side of a penalty). Yes, there's a quantitative jump in 4e at each level. But there's a qualitative leap in older editions - each new spell level (i.e. every other level) makes you massively more effective.
My impression is that the Powers system has a similar effect, more pronounced than Feats in 3e.
And less pronounced than spell levels. Which is why the fighter drops off the radar as an effective class fast. There's a reason in 3e every two levels is a doubling of power by the EL system and in 4e it's every four levels.
Above all, the recovery of resources between "encounters" means that attrition is not the factor it used to be.
You're thinking of 2e not 3e. Wands of Cure Light Wounds delt with a lot - leaving just daily resources as the attrition system. 4e limits healing.
If memory serves, h.p. recovery in 3e -- both innate and magical, the latter depending on caster level -- got a level bonus. However, both resources were still basically on the old daily time scale.
Until you got rich enough to afford Wands of Cure Light Wounds. (A wand of CLW cost 750gp and stored 50*5.5 = 275hp). At that point (4th level or so) only very poor parties with extremely stingy DMs needed to worry about time healing.
If something does not earn x.p., then neither does it require them! My fighter can also be a lover, a scholar, a gentleman, a philanthropist and an intriguer regardless.
And here is the flipside of the castle/follower rules. Because that hard codes things.
Truer words were ne'er spoken!
The selling point of DnD (the king of paper and pencil games) is that ANYTHING can happen. ANYTHING.
And that's because if the STORY.
But 4E removed the story and just left the action seens.
Bollocks! 4e, with skill challenges, has more non-combat support than any previous edition, along with a DMG pushing them hard. Now if you're talking about 4e modules, you have a point...
A game outside of skirmish-level combat.
D&D has rules for stuff out of combat, but those rules are mostly disconnected elements floating off on their own.
Yeah, this is why I can't stand AD&D. For that matter the combat rules are too disconnected to suit me.
The combat rules, on the other hand, form a self-contained, tactically interesting, carefully built mini-game. That's why 4E feels so combat-focused, despite having arguably more rules support for noncombat situations than any previous edition--it's not the absolute level of support, but the contrast between the combat rules and the rest of the system.
But this is how I like both. When things matter to the milimetre with imminent danger of death things are nailed down. When there's longer to play with, things are looser.
Skill challenges were an attempt to develop social and exploration encounters in the same way, but as written they fall pretty flat. There are very seldom any meaningful choices to be made in a by-the-book skill challenge.
The ones in modules suck.
You pick the best skill you can find an excuse to use, and then it's all up to the dice.
And are rolling against hard DCs at best. If you're playing the situation I'll be handing out easy DCs.
When skill challenges work, it's usually because the DM either a) took the basic framework and built an ad hoc mini-game on top of it,
Which is precisely what skill challenges are meant for

or b) successfully concealed from the players that a skill challenge was going on at all. In both cases, the DM is doing the heavy lifting.
Yes, it's a rope and pulley system. In older editions I don't even have to do that. I need to construct my own framework for any complex action.
The rules are providing about as much entertainment as BECMI's rules provide for a duel between two vanilla fighters.
The rules are providing what I need. Resolution mechanics that match the PCs abilities and then fade into the background.
What I would like to see is an effort to build a more substantial framework for social, exploration, and other types of noncombat encounters. I'm not asking for anything as heavy or mechanically rigid as the combat rules, mind you. Social encounters in particular need a lightweight approach to keep the rules from bogging down the roleplaying. But I would still like to have a system which offers meaningful choices between the various skills, and which actively helps the DM construct engaging noncombat scenarios.
A Big Book Of Illustrated Skill Challenges would be sweet. The guidance on how to use them sucks. Which is very different from nto finding them extremely useful.