Magic and gear to eliminate or reduce skill tasks. This is a big feature of D&D
It's not an especially big feature of 4e.
it's not that the person cannot climb the cliff, it's that climbing the cliff is irrelevant. I'm arguing for making climbing the cliff relevant. Currently there is no system in any edition that makes climbing the cliff relevant.
Would you agree that 4e comes closest? (Although at high levels the "cliff" will only be relevant if it is the Pillars of Creation in the Elemental Chaos.) I don't ask this to try and prove a point, but more to check that I'm properly getting what you're saying.
So in the standard railroad game model you can tailor all DCs to be an appropriate challenge for PCs
It is a mistake to categorise "tailored DCs" as a "standard railroad game".
"Tailored DCs" are a staple of games like The Dying Earth, HeroQuest revised, Maelstrom Storytelling and other systems which so far from being railroad games are pioneering player-driven narrativist games.
From the point of view of game design, the point of "tailored DCs" is not to engineer a railroad, but rather to ensure robust mathematics in encounter design, and hence reliable pacing and a context in which players will take narrative risks because they know the maths won't hose them.
You are making it sound a bit like "one way or the other, the PCs are going to win the game, so why bother with the details? just let them pick that lock..."
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I love those details and I absolutely love a game filled with corner cases, which once the game is full of them they're together not so irrelevant.
In my favourite gamestyle, that Rogue at 20th level can certainly pick almost any lock if he bothered to invest in lockpicking. Otherwise maybe the wizard can cast Knock if she chose to learn that spell.
Well that's what a 4e wizard's level bonus consists in! Magical prowess - the wizard waves his/her fingers and the lock pops open!
I think of it as akin to the 1st ed AD&D saving throw rules - as the DMG explains, a rogue's save vs fireball corresponds to reflexes and slipperiness, whereas a MU's save vs fireball correponds to the ability to manipulate magic and generate momentary counterspells. 4e's skill system is this sort of logic extended over a further part of the game.
You are stating that something which is a challenge for a 1st level character should not be a challenge at all for a 20th level character. Correct me if I'm wrong, but the message I get is that everything which is a challenge at 1st level should be trivial at 20th. This is one gamestyle, and AFAIK it's a design assumption of 4e.
What I don't get in relation to 2nd ed AD&D (with its NWP) and 3E (with its skills) is why
killing ordinary people with swords becomes trivial for every high level PC (even the ones with low STR and DEX and who aren't proficient in swords), but climbing cliffs and opening locks remains hugely challenging for everyone but the rogue (and, in 3E, perhaps the fighter as far as climbing is concerned).
Either go all the way with a simulationist skill system for PC buidling (Rolemaster, Runequest, Burning Wheel etc) or take level seriously as a measure of general prowess. But why go gonzo on combat and gritty on non-combat? I just don't get it.
I think skill challenges should and could still be a challenge at high level. By simple virtue of being high level I dont think you should be adept at diplomacy with a king. That would be dependent upon your CHA and if you have diplomacy skill.
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just because you are 20th level you should not be able to climb a cliff, swim in a violent storm, know everything (that is not highly obscure), run for hours, jump ten foot chasms, ride difficult mounts, open locks.
This is the gonzo/gritty thing again.
A 20th level PC can withstand being breathed on by a dragon - how is that character in danger of drowning in a whirlpool other than perhaps on the Plane of Water? The same PC can withstand being chewed on by that dragon, and in many cases is capable of cutting that dragon apart with a sword - in other words, is a paragon of physical prowess and resilience. How can such a chracter
not be able to jump a ten-foot chasm - something I think I might be able to do with a running start - or run for hours?
And in some versions of D&D, at least, a 20th level PC is an archmage, a mightly lord, or a demigod, on a first name basis with the gods! Wouldn't a mere mortal king tremble in the presence of such a person?
I just think you reach a point when certain things become dungeon dressing and not a challenge. It's just the nature of the game. Pick your flavor and move on, it's going to happen in 5e the way it's happened in every edition so far. That lock just won't be a challenge to high level characters.
I like this post and have enjoyed your posts that follow on from it.
For me, it relates back to gonzo vs gritty - my take on what you're saying is that in a system with gonzo combat and casting, trying to treat skills as gritty is inevitably doomed to failure - the gonzo will just completely overtake them. That seems plausible to me, and fits with my own play experience.
people state things like X is always a problem and then some of us come on and say "it wasnt an issue for how I played the game, in fact I piked how x worked in edition x".
At least for my part, I'm not saying that gonzo spells & combat combined with gritty skills must be a
problem. But I agree with sheadunne that it means that skills will tend to get crowded out or overshadowed over time. Whether or not that's a problem is a matter of taste, but as I've said I don't personally understand the aesthetic of gonzo combat and spells + gritty skills. I don't see what it adds in terms of verisimilitude, fantasy tropes, ease of play, immersion, or any of the other standard aesthetic criteria for fantasy RPG.