Maybe. We'd have to look at how they do it.
I think in Neonchameleon's case (and others... S'mon, maybe?), they look at the task ("climb a mundane tree"), gauge who should be able to do it ("level 1"), and then decide how easy or hard that should be ("moderate"). So, climbing a tree would be a moderate level 1 DC skill check.
This goes on to apply as necessary to any skill that doesn't have definitive rules already (like jump distance) for the rest of the campaign.
BW (as written, at least) uses "objective" (ie non-scaled) DCs and no "genre logic" adjudication. And emphasises player agency.
This makes sense to me. Reliable DCs allow players to reliably gauge their skill against the DC, and make informed decisions on whether or not they're able to shape the story reliably.
HeroQuest revised (as written, at least) uses scaled DCs and "genre logic" adjudication. And emphasises player agency.
I think that 4e, as written, is closer to HQ than BW in this particular respect, although there is a degree of incoherence in the presentation of the skill rules (in part related to the broader tension between 4e's two very different modes of conflict resolution - combat and skill challenges).
Can I ask how the skill system that is essentially decided by DM fiat emphasizes player agency more than, say, BW's approach? I'm curious as to your thoughts on it.
The D&Dnext playtest clearly uses "objective" DCs - and that's part of the implemenation of "bounded accuracy". I've got nothing against that per se, although I think for gonzo fantasy the 4e/HQ approach is probably superior - especially because (in my view, and for the reasons I gave in my other thread) it makes it easier to incorporate improvised use of the wacky powers and abilities that D&D PCs tend to have.
Well, I've got a couple thoughts on this. First, I do see where you're coming from, and see the appeal if that's a goal of yours. However, couldn't "objective" DCs still allow for gonzo play (something similar to how Mutants and Masterminds, a superhero RPG, gives you reliable abilities that are definitely more gonzo in nature)?
And, secondly, can't you have a good chart for "stunts" or "improvised actions" that use the "objective" DCs as a guideline for the rest of play?
But the playtest skill rules don't have anything else to support player agency within its action resolution framework (eg there is no Let it Ride, nothing analogous to BW's "intent and task", etc). That is something that I would like to see. And it's not just as simple as implementing it myself. For example, "intent and task" and Let it Ride both work most naturally within a framework of scene-based play. And supporting scene-based play can be helped or hindered by other features of the game, like its rules involving the passage of time (durations, healing, movement, wandering monster checks, etc). 4e gets most of this right, for my purposes at least.
Yes, and I know of your like of this sort of play. I was talking to Tony about the systems from 4e that 5e could draw on, and I don't believe that it has a strong non-combat system when it comes to giving players reliable control over shaping the story.
That is, in combat, we know exactly how far we can move, what powers we can reliably attempt (or perform, with damage+condition on a miss), how we can restore our health, how we stabilize if we're dying, etc. Everything is laid out reliably in front of us, and we know how the rules play out 95% of the time, and thus can plan around that knowledge to shape the story.
This seemingly falls apart in the non-combat arena, where people are still asking "can I do this?" and "what's the DC?" While that's a fine style to have, it doesn't seem like it's giving the players great control over the story unless the DM gives his permission. From your other thread:
pemerton said:
For example, a recent brief skill challenge I ran pertained to the reforging of a dwarven thrower artefact, Whelm, as a mordenkrad rather than a warhammer. At a certain point in the challenge, Whelm was thrumming with magical energy, and the dwarven artisans were having trouble physically taking hold of it with their toos. The player of the dwarven fighter-cleric overseeing the process asked if he could shove his hands into the furnace to hold the hammer steady long enough for the dwarven artisans to get a grip on it with their tongs. At heroic tier, I would have said "no". At mid-paragon tier, I happily said "yes" - and the Hard Endurance check was enough for the challenge to succeed, and Whelm to therefore be reforged as Overwhelm.
In this situation, the player is still saying "can I do this?" and you, as DM, get to say yes or no (this doesn't strike me as strong player agency). Then, you set the DC (again, he doesn't know what this will be until the DM decides, so this doesn't strike me as strong player agency either).
Again, I'm okay with this style of play. I can play in a rules-light game and enjoy myself. I see the upsides to having rules be light, and for the DM to make decisions like this. However, I don't think that that your example, above, is an especially good system for enabling strong player agency within the game. Nor do I think a rules-light approach is necessary to be able to frame scenes in an interesting way (much like it isn't necessary in combats, where players have the most reliable control of their characters' abilities).
My comment was that when it comes to enabling players to perform non-combat actions, I don't think 5e has a strong base to draw from in any edition of D&D, including 4e. I think 3.X might be the closest to my preferred style (in that it has the most "objective" DCs listed; this is not a comment on those DCs, the skill system getting out of hand and bonuses getting too high, incompetence because you didn't invest, spells bypassing things, etc.). Your preferred approach is different (more inspired by Burning Wheel), and that's fine.
Whatever path 5e takes, I just want players to have reliable abilities that they can use outside of combat that aren't strongly influenced
from the beginning by the DM. Can DMs say "things are different [here, now, etc.]"? I would hope so. But, I want that solid, reliable base for players to be able to draw from, to give them that reliable control over the story. As always, play what you like
