I'm all for transparency, but I fail to see how 4E achieves that in any meaningful way, compared to something like 3.5 or Pathfinder. As I was saying before, I have no idea what sort of check or Challenge would be required to complete any given task (described in narrative terms), when the difficulty of a task depends not only on quantifiable details like the bonus on your check, but also the DM's perception of how difficult something should be, both in an absolute sense, but also relative to your power level. If I want to build a boat, then the systems in place for that are fairly straightforward in 3.5, but I couldn't even begin to guess what the DM would ask me to do in 4E. Part of that is probably down to familiarity, of course, but could you tell me what kind of check it would require? Would a conference of seven DMs, each with substantial 4E experience, be able to agree on what was required?
The one area where everyone seems to hail the transparency of the mechanics is in the monster creation rules, which will quickly and reliably give the DM stats that allow an NPC to perform its given role within the story, but is that even really transparent? Not to the players, I would argue. After all, as a player, I can't see combat roles or enemy levels. My character can see what armor someone is wearing, or the thick hide of a beast, or how many teeth something has, but those are all meaningless since they don't actually correspond to anything. The upshot is that I have even less of an idea of what's going on than is typical for a game where class levels mean a mortal human can wrestle a t. rex into submission.
How would they fashion a boat and/or repair it? It just so happens that this has occurred 3 times in the course of my GMing 4e. In all cases, it was pretty intuitively managed simply by following the fiction and managing the resolution mechanics. Here is an example below. This follows directly from the Extended Rest after the Find a Natural Shelter Skill Challenge that I relayed above. I'll sblock it for space and analyze at the bottom.
[sblock]This isn't the news I wanted to hear. Although I desperately want to go investigate the burning tree and its surrounding village, I cannot in good conscience leave these children here when there is a possibility that I will not be able to return. I must find them a more permanent place to stay. I must find a village. A village not filled with werewolves that want to eat them.
Villages always find themselves around water. I will follow the stream that led me here to see if I can find a river that can lead me to kind, civilized (preferably non-children-eating) village folk...with horses or other means of rapid transport.
I instruct the blue-eyed girl on how to survive while I am gone--- where to take water from the river, which plants are edible, etc. Most importantly, I give her firm instructions to not go beyond the stream and to never leave sight of the cave.
I fill my waterskin with some cool water from the stream and follow the tributary until I reach the main river. Once there, I will seek out natural plants and trees to make some worthy rope; Dogbane, Milkweed, and Cedar. I've made rope dozens of times so while this is a tedious, time consuming exercise for most, my practiced ability shortens the time considerably. Once I've got enough rope to bind a small barge, I study the surrounding trees and use the sturdiest of limbs and branches to forge a simple raft that will carry me down river. Simultaneously, I will keep an eye out for a long limb that I may fashion a barge pole out of.
I will use my Nature modifier to augment my ability to find suitable supplies and then build an unsinkable raft that will last an eternity...or at least a few days.
Secondary Skill: Nature + 13. It automatically passes the Low DC.
Primary Skill: Athletics + 9 with + 2 bonus from above. I rolled a 19. Total of 30 passes the High DC.[/sblock]
The fiction is that she is in a rain-soaked subalpine mountain range (similar to the NW coast US Sierras). She is seeking out a safe village entreat the villagers to take in these orphaned, traumatized children so she can (a) pursue their justice and (b) her quest (which SHOCKINGLY just so happens to be intertwined). She initiates this conflict by telegraphing her overall intent and declaring an immediate action to further those ends. She is going to travel the river down the mountain by way of vessel.
What does the player know about the conflict's machinery?
1) She has 3 Secondary Skills (Easy DCs) and 2 Advantages at her disposal to facilitate success.
2) She also has her suite of PC resources (outlined in the FaNS post upthread) to accomplish this
3) The mechanical obstacle before her is that she must succeed at 8 Primary Checks, 6 @ Medium DC and 2 @ Hard DC, before failing 3 Primary Checks.
4) Everything must follow from the prior established fiction.
5) I am playing all of the adversity that will stand in her way which means:
a) Skill Challenges are a framework meant to capture a dramatic, action/adventure trope/conflcit. Given that, I will use my available Hard DCs akin to how the GM uses the "Doom Pool" in MHRP; eg when I want to escalate things and ramp up the tension/excitement.
b) I will put complications with imminent fallout in her path (that will snowball/be realized if she doesn't deal with it) before her wher she succeeds. Pretty much a "soft move" in Dungeon World.
c) Where she fails, I will charge her a Healing Surge and escalate the conflict in an interesting, and immediately dangerous, way (akin to a 'hard move" in Dungeon World").
d) This will continue until the mechanics cement success or failure. Success will guarantee that she locates a village whereby she can attempt to parley. Failure could mean a myriad of setbacks (based on the evolved fiction of the conflict), but it will basically be like a "hard move" in Dungeon World that always includes the denial of the player goal and the escalation of the stakes.
These things all serve to provide the player with agency when making strategic action declarations throughout the course of the conflict.
What does the player know regarding the fiction? I would hope that is pretty clear from my prior post and the sblocked text above. This fictional positioning serves as the context by which she can legitimize her action declaration to the rest of the table (everyone, not just me). I hope that her making the action declaration above makes sense to you (both mechanically and within the fiction):
* She spends 1 of her 3 SSs for a primary skill augment using Nature (harvesting natural supplies in these apline mountains to create the craft).
* She passes her primary skill check using the augmented Athletics putting her at 1/8 using Athletics (The arduous physical work of rope-making and organizing/binding/testing the thing to ensure seaworthiness). If this was at the table, I might have challenged her with a hard DC to get things going. If so, 1 of my 2 Hard DCs would have been spent.
There are certainly other action declarations that would be credible, genre coherent and that the table would be perfectly ok with. But that is what she chose because that is her archetype and the fictional positioning rendered it credible.
Now I would hope that an action declaration such as OMG MY INTIMIDATE IS SUPER HIGH SO I INTIMIDATE TWO TREES INTO LAYING DOWN SO I CAN SKI DOWN THE RIVER WOOT or OMG I HEAL THE PAINFUL CRACK IN THE EARTH WHERE THE RIVER FLOWS SO THE MOUNTAIN IS NOW MY FRIEND AND REACHES UP WITH ITS MOUNTAINY HAND AND WALKS ME TO THE NEAREST VILLAGE are bad faith, uncredible (and the second one is mechanically untenable) action declarations that are wholly unsupportable by the system and by anyone purporting to care about either fictional positioning or genre coherency. Both of which 4e advocates for in its PHBs, both its DMGs, Neverwinter/Feywild and every online article in Dungeon ever.